For casters, I would like to see more role actions. An interrupt would be nice for situations when any other role with an interrupt is not available. Feels bad to watch the big flashy cast bar finish, but personally not being able to do anything about it.
For ACN/SMN ... Physick needs to go. No revamping, just let it go. Replacing it with something more useful like a self-cleanse, short regen or whatever, sure.
Specifically for SMN, the theming is great, but it needs to be go back to casting somewhere. I know the proper designation is actually "magical ranged" (specifically, not bound by "casting"), but personally, it gets pretty stale to have so much mobility with an uninteresting rotation.
--
Anyway, personal strong opinion about EW SMN below. I know some people really enjoy the job as it is, so if you're not interested, ignore below.
The most frustrating thing about EW SMN is that it was supposed to be a "magical ranged"/"caster" that had decisions on when to use every summon during encounters. In the end, it boiled down to "don't use RED in movement-heavy situations (even though you might not have a choice, depending on the encounter)" with yellow and green being nearly similar with the exception of GREEN having a dot (that you, again, might not have a choice in taking full advantage of because no windstorm 'detonation', if the boss itself is movement heavy) and YELLOW being your "safety" summon when you have no idea where the fight is going as a first-timer or when you've stopped caring or zoned-out mid-encounter.
With that being said, it's not unplayable and it's very beginner-friendly, but it personally feels unfulfilling to play this expansion. I also don't have hopes that the new "magical ranged"/"caster" will fill the void for me either. A speculative job with DoTs will not magically make me feel better because it was never about the DoTs to begin with; it's the fact that what the job was overhauled into wasn't as satisfying anymore.
And no, on a side note, I don't want King Moggle Mog nor do I want Alexander or Odin anywhere near SMN in future. The remaining few primals Leviathan, Ramuh, and Shiva are logical additions, but I am tired being bound by predictable concepts. I want unique concepts, I want CBU3 to make their own take on SMN as its own original concept for DT. No trying to cater to absolutely every whim, but make your own path and have fun with it. PVP EW SMN feels like it SHOULD have been the new SMN, not being bound by pets that no one is ever going to be satisfied with. If it even became reality, I'd hate them to see them good, but I'll get used to it like I did with EW SMN.
Last edited by unjourneyed; 11-30-2023 at 03:03 PM.
That is true though I just looked at the beginning of both of them and I don’t think either of their beginning actions actually exist in the game.
I could be wrong but I don’t think we have anything where our voidsent floats around us on reaper (though that would be pretty cool) and I don’t think the action used looked like gibbet or gallows.
For sage I don’t know honestly since I barely play it but they just kind of sent their weapons flying somewhere.
I feel like these were both purely cinematic actions at the beginning and hopefully it’s the same for Viper .
Yeah, the SGE thing where it kind of does a slow spin and then points his hands forward and the Nouliths launch at/passed the camera? That's not in-game in any way as far as I can tell.
https://www.youtube.com/watch?v=ASTGVJLBX14
It uses /draw (unsheathe), then kind of saunters/RP walks forward, does the spin-flyby, then does the action trailer which is I think Diagnosis, Dosis, Eukrasia Diagnosis, and Toxicon, then finishes up with the /vpose.
I don't know RPR that well, but SGE I do. Granted, I don't play Miqo, so maybe it's just some specific animation for them, but I haven't seen a Lala version anything like the spin/flyby thing. The closest is Toxicon where both arms are gestured forward and up, but you can see that by the Miqo in the reveal, and his are like that instead of the initial RP walk flyby. So I think that one emote was for the cutscene only and either hasn't been added to the game, or hasn't been added to the game YET.
So I feel that the VIP part where he cuts up the camera may be that sort of cinematic thing.
Main DPS I play is Red Mage.
Despite all the issues that the devs seem to have with our support options, I really don't want to see the hard restrictions that everyone seems to want/think is necessary for RDM's damage to not be low. Honestly, I'd be pretty fine with not too much on RDM, in 7.0 - the equivalent of what we got from ShB to EW would leave me content.
But potential stuff I'd love to see:
- New spells, Ice and Water. It's the two elements, Black and White, that Red Mage is missing (besides Dark admittedly*) and something like "AOE proc spells" could give the space for those two elements to come into play.
- Fancy AoE combo buttons would fun, making it a single-button three-part combo instead of single-button "hit one button three times" "combo". No real desires for it to do anything different, I'd just be happy with some neat fancy new animations, honestly.
- Leaning more into the "support" role; not in the sense of butting into healer/tank identities as much, but more in the sense of filling a "Dancer-like" role among the casters? Give us more stuff that helps allies out, with some buff stuff to make it so RDM rDPS can be a bit better without buffing our "actual" DPS? I'd prefer something more like Dancer's Dance Partner (though maybe not identical?) where it's consistent across the fight, rather than a second raid buff or something.
- Movement tools changed to be pure movement tools. Weaving Corps-a-corps and Engagement for damage is fine and it doesn't bother me, but letting Corps-a-corps be a Thunderclap style tool and Displacement be a backflip (either away from any target, not just enemies, or just a DRG style backflip) would be cool. Admittedly it would pull the moves away from their "intended" job fantasy of "get close to enemy, melee combo, backflip away"... but that fantasy is already kind of gone, since that's so rarely something you need (or want!) to do like that. Just taking damage off of Corps-a-corps and Displacement but keeping them enemy targeted would potentially get closer to that seeming original intent, but I'd be happier to see them let us target allies for movement as well.
- Very personal desire but I don't want to see Fleche and Contre Sixte get additional charges. I really enjoy the gameplay optimizations that are needed to hit them on cooldown, aligning the Dualcast windows properly while still doing mechanics. Even if I can understand why it would happen, I'd be sad to see that go.
* Though it'd be neat to see Verflare get upgraded into "Verfoul" or something to match "Verholy" being Light. They'd probably want to upgrade Verholy at the same time, though I don't know what kind of upgrade it could get while sticking with the Light theme... Afflatus Misery's not really directly Light-themed, I feel, so "Vermisery" wouldn't fit well...?
The "I held myself back. ...Mostly..." Version:
GENERAL
- Skill Speed and Spell Speed consolidated into Speed. Critical Hit again just changes the chance of scoring a critical hit and crits all just do +50% baseline, but "guaranteed crits" now instead add 100% chance and excess chance is now converted into additional effect; a 120% chance of a 150% effect crit becomes a 100% chance of a 160% effect crit.
- GCD floor removed. GCD may now drop below 1.5s even for normal actions.
- Skills currently of a fixed 1s and 1.5s recast times now instead use a 40% of GCD and 60% of GCD recast time, respectively, meaning they now scale with Speed.
- Certain abilities may now "roll over" the GCD, adding to the time until the GCD refreshes without being delayed by the GCD.
- Tenacity, Piety, and Direct Hit moved to Tertiary Stats, which compete only among themselves. Tenacity no longer gives any extra damage but now also reduces the duration of most debuffs. Piety has been replaced with Vigor, which increases MP and HP naturally restored over time. Direct Hit has been replaced with Mobility, which increases your movement speed and the effect of movement speed bonuses received.
- The Character Pane now actually shows the effects of your stats (% crit, etc.).
- Permanent %throughput increasing traits removed, approximated instead via potency increases. Given the same stats, 600 potency of damage on a Tank is now therefore the same damage as 600 potency on a Caster as on a Healer as on a Ranger as on a Melee, simplifying cross-role comparisons greatly.
- Role Actions and other shared actions basically all pruned. What few actually add depth to the game have had their capacities siphoned into the job-specific kits.
- AoE heals are weaker but now "smart-heal", making the value of defensives less often wasted.
- Fixed-distance movement skills now "Snap" to pathable terrain, extending up to 12.5% further or 25% less distance as needed to clear gaps or keep short of cliffs.
- All actions may now be queued. Especially long animation locks, like that of/from consumables, have been reduced to the nearest standard duration.
- Macros un-neutered (allowed to queue, etc.) up to the point of the first skill actually actuated. New "Stacks" feature added as just a more user-friendly version means of creating macros, with some jobs now containing certain Stacks by default. Through these layers are free to combine what they will, though they still only reliably get one action per button-press.
- Skills which may strike multiple targets now check for the number of relevant enemies that would be caught by the skill. "Stacks" (the more user-friendly macros above) may now specify target counts for certain actions, such as to make Guren automatically become Senei when its linear AoE would strike only one target.
- Conal AoEs and Linear AoEs no longer require a target. They can be set to always follow player facing, always use target facing, average the two in the interest of most targets struck, or just do whichever would strike the most targets.
- Spells no longer require a target for them to start casting, only to be released. They will simply hold at max progress until a new target is assigned if the previous becomes inapplicable (dies, gets an earlier rez, etc.).
- There is a degree of automation available for casts whose targets have died. Most spells may now automatically still go off at the former target's position or swap to the nearest applicable target, whichever would have the greatest number of relevant units affected (as pre-checked for AoEs, per the above).
BLACK MAGE
- Now has default Stacks (more user-friendly macros that can be attached to the Actions and Traits Pane) for Ley Lines→Between the Lines, Blizzard IV→FireIV→Despair, FireIII(Firestarter)->Paradox(Instant)->Fire, Freeze→Flare, Fire II→Flare.
- Enochian's permanent damage buff has been removed, replaced by more straightforward potency buffs.
- AF does 50/75/100% bonus damage on Fire spells while increasing the MP costs of Fire spells by 50/75/100% and reducing the MP costs of Ice spells by 50|75|100%, rather than the more awkward current 40/60/80%, 0/0/100%, and 100/100/100%, and reduces the cast times of Ice Spells by 25/37.5/50% (half the consistent factors above) instead of 0/0/50%. It also no longer penalizes Ice damage by 10/20/30%, and Umbral Ice no longer punishes Fire damage. This simply makes the effect (which is utterly hidden in-game except through extensive testing anyways) far more intuitive.
- Rather than losing all progress towards one's next Foul/Xenoglossy upon loss of AF/UI, progress simply freezes while out of AF/UI and/or outside of combat. Yes, that means you can no longer get free Fouls/Xenoglossies from time between fights.
- In exchange, Manafont gets a second charge and its CD is reduced by 25%.
- You now generate an Umbral Heart per GCD's time spent off the GCD, and Umbral Hearts may persist outside of Umbral Ice. You no longer need to spam it while running between fights or waiting for cutscene-watchers in Alliance Raids.
- Scathe potency increased slightly.
- Sharpcast CD increased to 45 seconds.
RED MAGE
- Jolt and Scatter removed. You have immediate access to Verstone and Verfire, but Veraero and Verthunder each have a 50% chance to apply a (de)buff that causes your next Verfire or Verstone, respectively, to deal additional effect. I.e., unlock procs are replaced with procs elemental synergies.
- Verthunder II and Veraero II replaced with Verwater and Verblizzard, which are now long casts and likewise have synergy into and/or from the other elements.
- RDM now comes with a Stack for its melee combo.
- Engagement removed. Due to buffs to fixed-length movement actions (see General section above), RDM is no longer destined for the void even in the most precarious encounters, so Engagement is no longer needed now that Corps-a-corps and Disengagement each have 2 charges.
- Dualcast can only be consumed (by spells), never cancelled, except by successfully mounting, Returning, or Teleporting (not just by starting their casts).
- Enchanted melee skills now grant Dualcast.
- ST combo costs revised to 10/20/30 across Riposte, Zwerchhau, and Redoublement. This better allows Enchanted Riposte to be used for mobility.
- Even the unenchanted melee combo has been buffed heavily and is buffed further whenever caster filler ppgcd (including gauge generation's value) is increased, to the point of falling barely behind average ppgcd, making it a valuable movement tool.
- Spending both a white and black mana together is considered spending "Red" Mana, such that spending 60 of each (120 total) would be "60 Red Mana". Rather than your Flare/Holy having to follow directly from your combo, you can now use after spending 60 Red Mana, though this starts from Scorch / "Impact" instead (now called "Impact", with the same Scorch animation, but without the fire-aspected name). Impact then augments your next cast of all your spells, turning itself into Verholy/Verfoul (based on whether white mana is higher/lower), and your others into Verflare, Verquake, Verburst, Vergale, Verflood, and Verfreeze for your next elemental attack; you can use only one of any of these augmented actions (Holy/Foul or any of the 6 elemental ones) per Impact. Resolution, once learned, is then usable thereafter, again via the Scorch key.
- The base potencies of the (Enchanted and regular) melee combo have been increased greatly, making it less costly to rush straight to a double Redoublement.
- GCD-length cast-times reduced to 80% of a GCD (2s baseline). Cast-times above GCD-length have been reduced to 140% of a GCD (3.5s baseline). This gives a bit more room for stutter stepping, lets us actually see both animations, and allows for at least some rare use-cases for the longer casts outside of Dualcast.
- The ST combo also cleaves slightly (at highest portion on Zwerchau).
- Reprise is now just an upgrade to Riposte, simply allowing it to be used from range, dealing a bit less potency in itself but amounting to an identical total through CDR to Corps-a-corps.
- <Something something benefits of Mana imbalance opposite benefits of balance.>
- By the end of this, RDM should feel like its sword is a unique advantage, rather than a constraint, and it should feel like fewer buttons are wholly locked behind RNG or wasted on arbitrary recolors of otherwise identical actions.
SUMMONER
- Almost fully reworked again. Summons no longer mere CD attacks with a couple actions adjusted thereafter, and we no longer open with Bahamut. Instead, we have 6 summons primary summons (Leviathan, Ixion, and Fenrir added), with "Harmonious" combinations resulting in Phoenix and "Chaotic" combinations resulting in Bahamut, with those advanced primals available about once per 90s, but rushable or bankable to 60s-120s. To make up for the lost burst to no longer starting with Bahamut, Summoner now has some very bursty MP-intensive spenders within each summon that it can open up with.
- Each Summon has ~6 unique actions, which replace Summoners' new core of Ruin, Ruina, Ruinga, Prisma, Impulse, and Glyph. Summoner no longer has access to Physick; it instead gets a more versatile tool in Glyph.
- Yes, they're actual pets again.
- Yes, there are elemental synergies (largely replacing the forced rotation) and "stratospheric" skill ceilings in regard to the ordering of Summons, varied by fight and perhaps even by comp, but the general flow is pretty easy to pick up.
- Summoner has picked up considerable cross-role versatility from these changes, though they come at cost (from use, not [or barely] as a tax for merely having them).
MONK
- Form Lockouts removed, replaced by the (new/revised) Greased Lightning trait, which increases damage dealt by your weaponskills and reduces the recast time incurred by your weaponskills by 20% but loses 100%|50% of this bonus when using the same Form within 1|2 GCDs' time of its last use (technically granular, fading from 100 to 0% loss starting from the first to third GCD's time).
- Perfect Balance always guarantees the full damage bonus of Greased Lightning and Blitzes and skills used during Perfect Balance count as Formless (therefore not reducing the damage of the next skill of the same Form after PB ends).
- Form Shift removed, since it's no longer at all necessary.
- Bootshine now auto-crits.
- Positionals returned, at 60 additional potency for all but Demolish and True Strike (which get a mere 30 potency, increasing their flexibility). This is effectively a 90-potency difference for Bootshine, since it auto-crits.
- Per 20s, the Monk gains a charge of Flowing Fists, to a maximum of 3 charges. If the Monk has a charge, it is consumed upon missing a positional, causing that positional instead to count as if it had been positioned successfully. This cooldown is reduced by 1 second for each positional successfully landed.
- Twins Snakes and Dragon Kick potency reduced by 20. True Strike potency increased by 40. As such, True Strike should actually be worth having on one's bars, and the DK rotation will be long gone.
- Six-Sided Star is now a "roll over" ability that adds 1.5 GCDs' time to your existing global recast time, instead of a weaponskill of 2x global recast time. Potency decreased, but not quite proportionately, due to its reduced uptime cost. This makes it considerably smoother to include, and the slight buff to its potency-per-uptime gives it some use cases in finishing off a period of extremely dense buffs (tail of at least dense raid buffs or moderate raid buffs + Closed Position / AST Card).
- Riddle of Wind now increases your movement speed by 40%, doubles your auto-attack speed, and causes your auto-attacks to additionally strike all enemies in a wide line (200% dmg to main target), but its duration has been reduced to 7s. It now has two charges and its CD has been reduced to 45s, but it shares those charges with Riddle of Earth. As such, though you'll see a use of either per 90 seconds if there's nothing better to spend them on, they're predominantly situational skills.
- Riddle of Earth now causes you to generate a 15% HP shield in addition to its 15% (reduced from 20%) mitigation and reduces the cost of your next Chakra spender otherwise not affordable based on damage nullified by Riddle of Earth, but its duration has been reduced to 7s. It now has two charges and its CD has been reduced to 45s, but it shares those charges with Riddle of Wind.
- Anatman now additionally freezes the duration of all buffs on you, generates a point of Chakra and a second of Riddle of Wind and Riddle of Earth (to a max of 6s each) per 40% of a GCD while channeling. As such, it makes for a pretty decent downtime tool and a last-ditch defensive or emergency pre-burst tool.
Last edited by Shurrikhan; 05-30-2024 at 05:46 PM.
Something i want for the dragoon:
A barrier like skill to reduce incoming damage. I think most meele have that kind of skill (samurai, monk, reaper, ninja has a evade skill) and it would be nice, to have that for the dragoon to (ok, shared his set in Arr with thank and maybe had earlier drg sets higher defense as other meele -not sure about that-, but rpe has a barrier skill and shares his set with drg).
Maybe name it dragon skin ore something. A skill, to imitate the hard skin/scale, that the dragoons probally has.^^
Gonna list the ones I'm most attached to:
Monk:
- Put the positionals back please for the love of god
- More oGCDs
- Excess chakra pips being held as reserve, for a maximum of 5. Could call it shadow chakra or something for flavor, would fit neatly as a lvl 60 capstone ability.
- Riddle of Earth has charges again. I would be completely fine with its current effect being nerfed or changed altogether (extra chakra pip?) to compensate, I just miss using it often
- Anatman doing anything different or just being put out of its misery. It's been stuck in a limbo since the GL removal
Dragoon:
- Flavor-wise, more emphasis on jumps
- A mit triggered by a jump ability, to somewhat emulate the jumps from the other FFs
- Elusive jump gets another charge
- Keep its oGCD heavy, frantic playstyle
Ninja: Trick attack/mug changes reversed
Machinist:
- Wildfire getting AoE falloff
- AoE turret
- Flamethrower generating heat
- Having an ammo system again would be pretty cool
Red Mage:
- Dualcast isn't eaten by sprint anymore
- Abilities useable by making Black/White mana unbalanced would be pretty rad, even though it clashes with the job lore iirc
Black Mage: AoE spells still go off if the target dies during the cast
Last edited by SomeGuy22; 12-04-2023 at 05:33 AM.
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