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  1. #11
    Player
    mallleable's Avatar
    Join Date
    May 2021
    Posts
    1,305
    Character
    Malia Tri'el
    World
    Behemoth
    Main Class
    Bard Lv 100
    BRD
    - a song that increases movement speed for you, and your party

    RDM
    - new traits or abilities that allow you to perform temporarily, and intentionally unbalanced black or white mana sword combos

    MCH
    - the sniper rifle from pvp

    GNB
    - new traits or abilities that makes gaining cartridges in fights with awkward downtime less stressful

    BLU
    - Harrowing Hell from p10
    (1)

  2. #12
    Player
    Eisi's Avatar
    Join Date
    Feb 2021
    Posts
    572
    Character
    Eiserne Sternschnuppe
    World
    Shiva
    Main Class
    Monk Lv 90
    Quote Originally Posted by CaptainLagbeard View Post
    For Monk...

    Wave Fist/Aurablast/Air Render... Names have been different, but basically a ranged attacks that's been available for Monks in the Tactics games.
    25y range
    1.5s base cast time
    300 potency (same as Harpe from RPR)
    Refreshes duration of Disciplined Fist and Formless Fist
    Thunderclap makes the next use Instant cast.
    I think we should disable jobs more (like for example remove the Paladin gapcloser) rather than enable - or maybe enable but in different ways, like Paladin having more powerful ranged options continuously available that other tanks don't. I don't like going in the direction where all jobs within a role are increasingly the same. And the only way to do that is to have certain jobs have something that others have not or vice versa. The reality is that a job only becomes interesting when there is something to play around that you have to think about. Not talking about "bring the class or be severely hamstrung" of course. But Monk definitely doesn't need a ranged option and although seemingly minor would definitely be another step in the wrong direction. I also want to mention Anatman, Six-Sided Star and Meditation. Those are Monk's downtime tools that are unfortunately ignored, either because they are not the same as those of all other jobs and have to be used differently or because they result in less damage.

    I think a lot of people don't really like the idea of having to engage with their job a lot. They would prefer instead be able to fully focus on the encounter with muscle memory playing the job for them and being able to quickly switch jobs based on damage output with little to relearn, effectively viewing job mechanics as a nuisance that keeps them from playing optimally. I get that this is an inherent field of tension within the playerbase. But I'm on the side that wants jobs to have a bigger impact on gameplay and -feel and wants to see them remain unique and an interesting minigame to play along the encounter as much as possible.
    (3)
    Last edited by Eisi; 01-03-2024 at 09:05 AM.

  3. #13
    Player
    Vandso's Avatar
    Join Date
    Jun 2022
    Posts
    218
    Character
    Pink Perfection
    World
    Behemoth
    Main Class
    Arcanist Lv 100
    RDM
    Verultima: can be executed as a 4th finisher after using a Verholy and a Verflare in 15 seconds, deals AoE damage around target and increases Black and White Mana;
    Impact II: AoE proc, can be used after Verthunder II and Veraero II;

    SMN
    Ramuh, Shiva and Leviathan on Phoenix phase;
    Egi summons stay in the battlefield and auto-attack your targets just like the Demi summons. Similarly, you have an ability to activate their big AoE attacks (that would be your Enkindle). Ifrit is the one who dashes and melee attacks the target, not you. Radiant Aegis can be used regardless of the summon;
    Another ability to use with Aetherflow. It can be a 30s DoT for example;
    A third Aetherflow stack to support the previous ability;
    Titan spells should have 1.5s cast time.

    BRD
    Downtime spell that speeds the party's MP regeneration and extends the duration of your current song;
    Single target weaponskill stronger than Straight Shot that can only be used when you have 100 Soul Voice and spends 20 Soul Voice;
    Sidewinder gives 2 repertoire stacks to support the previous ability;
    Barrage cooldown reduced to 60s and works on AoE because why not.

    MCH
    Noise Blaster: Upgrade to Flamethrower, deals more damage and slowly increases the Heat Gauge (Flamethrower should also increase the Heat Gauge);
    Grappling Hook: Movement ability that can be used on an ally or enemy.

    MNK
    Dolphin Blow as an upgrade to Elixir Field;
    Hadouken as a ranged upgrade to The Forbidden Chakra;
    Anatman grants a Solar or Lunar Nadi.

    SCH
    Movement ability that teleports you to your fairy.
    (1)

  4. #14
    Player
    SweetPete's Avatar
    Join Date
    Dec 2013
    Posts
    991
    Character
    Princess- Princess
    World
    Coeurl
    Main Class
    Alchemist Lv 100
    Sch main.

    -Summon Titania
    -Summon Feo
    -Summon Statice

    (Drops Mic)
    (1)

  5. #15
    Player
    CaptainLagbeard's Avatar
    Join Date
    Aug 2013
    Posts
    2,312
    Character
    Rhaya Jakkya
    World
    Odin
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Eisi View Post
    I think we should disable jobs more (like for example remove the Paladin gapcloser) rather than enable - or maybe enable but in different ways, like Paladin having more powerful ranged options continuously available that other tanks don't. I don't like going in the direction where all jobs within a role are increasingly the same. And the only way to do that is to have certain jobs have something that others have not or vice versa. The reality is that a job only becomes interesting when there is something to play around that you have to think about. Not talking about "bring the class or be severely hamstrung" of course. But Monk definitely doesn't need a ranged option and although seemingly minor would definitely be another step in the wrong direction. I also want to mention Anatman, Six-Sided Star and Meditation. Those are Monk's downtime tools that are unfortunately ignored, either because they are not the same as those of all other jobs and have to be used differently or because they result in less damage.

    I think a lot of people don't really like the idea of having to engage with their job a lot. They would prefer instead be able to fully focus on the encounter with muscle memory playing the job for them and being able to quickly switch jobs based on damage output with little to relearn, effectively viewing job mechanics as a nuisance that keeps them from playing optimally. I get that this is an inherent field of tension within the playerbase. But I'm on the side that wants jobs to have a bigger impact on gameplay and -feel and wants to see them remain unique and an interesting minigame to play along the encounter as much as possible.
    The thing is with Monk, it kind of has to be constantly engaged, if you spend too much time not hitting the boss your 15s Disciplined fist falls off and you have to reapply it. The only way currently to maintain it is by regularly using Twin Snakes or Four Point Fury. Anatham technically also, but it has a 60s CD. It was even worse when they still had Greased Lightning... Monk's always been kind of punished for times when it can't engage, and those moments aren't always even because of the player.

    With a ranged attack that refreshes it rather than applies it, those times where you can't be punching the boss due to mechanics you would have a way to still keep it up.
    (0)

  6. #16
    Player
    VentVanitas's Avatar
    Join Date
    Feb 2020
    Posts
    676
    Character
    Seiko Hanamura
    World
    Kujata
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by CaptainLagbeard View Post
    The thing is with Monk, it kind of has to be constantly engaged, if you spend too much time not hitting the boss your 15s Disciplined fist falls off and you have to reapply it.
    and why is that a bad thing? can we not just accept that it's a by design weakness of the job and just let it be? learn the fight and minimize the loss. if a buff/timer is no longer threatened with being dropped then it loses its reason to exist in the first place.
    (5)

  7. #17
    Player
    Eisi's Avatar
    Join Date
    Feb 2021
    Posts
    572
    Character
    Eiserne Sternschnuppe
    World
    Shiva
    Main Class
    Monk Lv 90
    Quote Originally Posted by CaptainLagbeard View Post
    The thing is with Monk, it kind of has to be constantly engaged, if you spend too much time not hitting the boss your 15s Disciplined fist falls off and you have to reapply it. The only way currently to maintain it is by regularly using Twin Snakes or Four Point Fury. Anatham technically also, but it has a 60s CD. It was even worse when they still had Greased Lightning... Monk's always been kind of punished for times when it can't engage, and those moments aren't always even because of the player.

    With a ranged attack that refreshes it rather than applies it, those times where you can't be punching the boss due to mechanics you would have a way to still keep it up.
    All melee are punished for not being in contact range.

    Under the current design you have considerations to make for incoming downtime - how are you gonna close out contact, is there enough time to follow up an SSS with Anatman to refresh Disciplined Fist or will it fall off, is Bootshine ready, will you benefit from meditating just before downtime in order to get another Forbidden Chakra in since you will have enough downtime to open all the chakras again, will you have to prepare Formless Fist?

    Your model just replaces all those considerations with, well, an automatic one-size-fits-all solution for everything that you just always use anyway and that you don't have to think about. That's why I said:

    Quote Originally Posted by Eisi View Post
    I think a lot of people don't really like the idea of having to engage with their job a lot. They would prefer instead be able to fully focus on the encounter with muscle memory playing the job for them and being able to quickly switch jobs based on damage output with little to relearn, effectively viewing job mechanics as a nuisance that keeps them from playing optimally.
    Think about this:

    All jobs in the game are inherently born from restriction. A script that in it's purest form would automatically without any player input constantly output damage is restrained by requiring player input, is restrained by introducing cooldowns, is restrained by introducing combo actions, is restrained by buffs, debuffs, rules. Rules make games and the further you free the player, the less engaging the game actually becomes after a certain point. I believe this point has already come. I think that the game deserves more restrictions rather than more freedom in order to maximize job fantasy and foster more enjoyable gameplay.

    Now I'm all for lowering the skill floor, especially with regards to Monk, which is notoriously new-player unfriendly. But that doesn't require a change in mechanics, but instead quality of life UI improvements such as being able to track Improved Bootshine and Disciplined Fist with timers in the job gauge rather than having to rely on the little buff list, as well as allowing for personal debuffs on the enemy to be further highlighted, even on the field, not just when the enemy is targeted or focused.
    (0)

  8. #18
    Player RitsukoSonoda's Avatar
    Join Date
    Apr 2014
    Location
    Kugane (No that red crayon is totally legitimate) >.>
    Posts
    3,146
    Character
    Ritsuko Sonoda
    World
    Ultros
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Eraden View Post
    Mao wants "Dragon Slave" added to BLM spell list. Mao would really like to has tactical nuke. Mao comes from Lina Inverse school of spellcastings. If little bits fire good, lots more fire even betters.
    Fun. Megumin's Explosion would be fun as well though I'm not sure how many times we'd be allowed to use it before triggering another calamity.

    I'd play BRD more if I got the ability linked to a nice little poem used by a certain Archer... >.>

    "I am the bone of my sword
    Steel is my body and fire is my blood
    I have created over a thousand blades
    Unknown to Death, Nor known to Life
    Have withstood pain to create many weapons
    Yet, those hands will never hold anything
    So as I pray, unlimited blade works."
    (1)

  9. #19
    Player
    Momo_Kozuki's Avatar
    Join Date
    Apr 2021
    Posts
    488
    Character
    Momo Kozuki
    World
    Tonberry
    Main Class
    White Mage Lv 100
    Give White Mage:
    -Seraph Strike.
    -Continuous blue lily building even with 3 stacks. Similar to Black Mage's Polygot stack that doesn't stop ticking after getting all stacks.
    -Either the ability to stack red lily for later use, or the ability to cast a purple lily that both hurts and heal after 3 cast of red lilies.

    -Being able to assign the Bell thingie to a target instead of a ground-target, so I can put it on a tank. Kinda like a long-cooldown ogcd AoE Regen.
    (0)

  10. #20
    Player
    IvoryBadge's Avatar
    Join Date
    Jul 2022
    Posts
    57
    Character
    Gaeten Veilins
    World
    Zodiark
    Main Class
    Paladin Lv 100
    I’m mainly focusing on tanks but let me say that I’m no veteran/hardcore who knows every little detail about each class, most of these ideas probably won’t fit or might be wild, but eh it’s just for fun so I’ll just throw my ideas.

    Paladin :

    -Remove gab closers (except PvP)
    -Remove healing effects from Holy Spirit and Holy Circle.
    -Make Shield Bash proc as oGCD after Royal Authority/Prominence. on cooldown for 15s.
    -Make Goring Blade an oGCD (let’s be real it’s just a worse version of Blasting Zone now).
    -Divine Might consumes 25 Oath Gauge
    -Cover works just like in PvP. Extra 10% mit and Knock back immunity would be nice.
    -more interesting and engaging animations, more shield involvement.
    -Clemency as oGCD with 2 charges on 60s cooldown, Consumes 50 Oath Gauge. Enhanced and consumes 25 Oath Gauge under Requiescat.

    Dark Knight :

    -Dark Missionary restores 5% HP for self from each Party member receiving damage.
    -Separate Abyssal Drain from Carve and Split, just like ShB.
    -Edge of Shadow and Flood of Shadow consume 50% less MP under Blood Weapon effect, but consume 7% HP.
    -Oblation turns a portion of damage taken as MP.
    -New ability “Blood Sacrifice” sacrifices a portion of self HP to a party member.

    Warrior :

    -Separate Upheaval and Orogeny and make them consume Beast Gauge.
    -Extend Inner Release duration to 20s.
    -using Onslaught extends Storm Paths damage buff time by 7s.

    Gunbreaker :

    -make Aurora 1 charge only.
    -as someone mentioned, new Junction ability that works like PvP.
    •Tank Junction applies a barrier for each weaponskill within Continuation combo for 7s.
    •Healer Junction makes every weaponskill restores a small amount of HP.
    •DPS Junction increases potency for every weaponskill.
    -Extend the duration of No Mercy to 25s.

    Other than that i wish that every mitigation has its own unique lingering effect
    And yes I’m cooking.
    (0)

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