They will probably get rid of the stun.
They will probably get rid of the stun.
On a personal level without thought for others, condense the ever living dodo out of anything that can be, and add more fun skills. I don't really see why I need to 1 2 3 if I could just pvp combo it instead. That's a personal thing though. I'm happy with 16 complicated / engaging buttons, heck I would probably be fine with 8 if they were really cool (pvp kits are fun, though in normal content they'd still need a little more). Some jobs have a lot of buttons that seem to take up space just to make the hotbar messy and your fingers do more splits (like why is leyline and leyline teleport separate?).
- Rampart (replace with more control and frequency on job-specific mitigation actions)
- Arm's Length and Surecast (use your actual movement tools, instead of just hitting a "Pass on doing mechanics" button)
- True North (replace with F&C/WT being usable in either order, a passive with charges spent to guarantee positionals infrequently on Monk, etc.)
- Lucid Dreaming (replace the consequent 38ish% of MP per minute with just additional passive tick amounts)
- Tank Stances (replace with default increased tank Enmity, with further positional control and bonuses via who Provoked most recently)
- Shirk (it's almost purely bloat even now)
- Interject and Low Blow being separate keys. Consolidate into one skill that does both functions, and give it 2 charges, ~20s recast. And give us more to interrupt or stun on bosses.
- and maybe Reprisal (likewise replace with more control and frequency on job-specific mitigation actions)
Undraw(who even has it bound as is?)
More importantly, though, just let us actually macro things properly and without losing the ability to queue actions.
If we're not going to make competitive uses for combo keys out of order, give an option to make using a combo's keys out of order impossible (can set to only allow you to continue, only swap combos or continue the one you're already on, or can only reset, swap, or continue) so that those who enjoy their extra finger-dancing aren't at a disadvantage vs. those who'd rather spend just 1 button per decision ("do single-target combo"), instead of up to 7 buttons on that single decision.
Such would allow for pretty huge savings, and in a fully customizable way.
AST
Combine Draw and Play into a single button. Minor Arcana already does the same. Remove Undraw.
DRK
Merge Oblation 10% damage reduction into TBN at 82.
Rework Oblation into something more useful.
Rework Enhanced Unmend to be less of a meme.
Actully when you think about it, rework the whole DRK 81-90 kit.
Sometimes rumors are just... rumors.
Draw/Play into one button. Remove Undraw.
Ogi Namikiri And Ikishoten into one button.
Shoha 1 and Shoha 2 into one button.
Red Mage melee combo into one button (unless they give a different one that is single target)
Do replace Rampart on Warrior and Dark Knight and give them their old 20% back, with the same mit as Rampart. Different graphics for jobs hooray.
If they decide to consolidate all the combos, at least give more of them. Maybe three?
remove buff combos like reapers death design, warriors storms eye ect, its very annoying reapplying this especially in aoe when mobs dont all fit in the ring, just add a flat 10% damage buff to all rprs damage, or add it as an effect of enshroud.. its stupid that you need to apply a debuff just to do your base jobs damage. i dont think managing these buffs makes the game harder just more annoying. all these stupid "buff" abiliities do is bloat out the hotbar.
Selfish tank healing is fine imo, the issue comes from abilities that allow tanks to heal other players. Especially with no conditions attached.
I think the problem abilities right now are Nascent,Shake,Intervention and Veil.
Clemency is probably fine.
Two and three, mostly. And I don't just mean use pvp combos, but actually remove them. Make the animations cycle as a trait when you get the "new" attack, and average the potency to take into account what would have been the added damage effects of the second and third hit. Also has the benefit of putting an end to the annoying breaking that happens if you use certain other GCDs in between out of opportunity or necessity. I would have liked this game's combat to be a lot more complex in line with XI, but between the speed of fights and the already very deeply slid-to-one-end nature of the mechanics I think we'd be better to rip the band-aid off.
In fact, you know what? Let's get to the top of the hill and then snap off the brake handle. Get rid of auto-attacks as well, and turn every 123 into the auto-attack.
Last edited by Limecat; 12-15-2023 at 05:57 PM.
Nothing for DRG
no changes
Nuclear take remove positionals. I have never liked them. I thought they were stupid in 2.0, and they have been slowly removing them for years. Just rip the bandaid off. Casual players don't even do them anymore. I'm like the one moron in the roulette doing them.
All the cure 1 type healing spells need to be combined into upgrades. At level 90, they're dead spells, and that is bad game design.
Honestly, ranged attacks need to be taken off of the GCD. Provoke as an example is a better pulling tool than Shield Lob because it doesn't sit on the GCD.
Those are honestly it for me.
Last edited by Ardeth; 12-15-2023 at 01:33 AM.
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