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  1. #51
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,578
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by ThorneDynasty View Post
    Maybe this is an unpopular opinion, but I think they should just overall massively cull party buffs.

    It's not Dragon Sight that should be removed from Dragoon, it's Battle Litany. Monk's Brotherhood should only boost Monk's damage based on party's actions. Etc.

    Really the only DPS jobs that should be able to buff the entire party at once are Bard and Dancer, and even Dancer's priorities should be more on freely timed buffs for their partner.
    I agree... Basically just remove the %damage buffs from the 2min mark.

    The 'supporting jobs' can still do %dmg support, but outside of the meta. Bard is known for buffing everyone for a small amount constantly. Dancer is known for buffing just 1 person, but for a bit more, constantly. Astrologian is known for buffing 1 person in set intervals.

    Imagine if there's not a 2min meta anymore, how card sorting suddenly becomes more engaging - and even with more granularity. Unbound by a global meta, a good AST would need to have knowledge about the job burst moments to decide who's getting the next card. Even Dancer swapping partners right before the next Standard Step could have some interesting optimization.
    (4)

  2. #52
    Player
    RyuuZero's Avatar
    Join Date
    May 2014
    Location
    Ul'dah
    Posts
    472
    Character
    Ryu Kusanagi
    World
    Cerberus
    Main Class
    Samurai Lv 100

    something I forgot about Samurai

    • Cone Tenka Goken should come back!
    • Iaijutsu should always require a Target
    (4)

  3. #53
    Player
    MitsukiKimura's Avatar
    Join Date
    Aug 2019
    Location
    Malboro
    Posts
    662
    Character
    Mitsuki Akiyumi
    World
    Malboro
    Main Class
    Reaper Lv 100
    Being a reaper main there are a few changes Id like to see
    1:Arcane Circle buff that allows you to use Plentiful harvest after 6 seconds be changed to 5. 2.49 GCD I can feel the slight drift in the opener it's bad.
    2: Change the sound effect for Shadow of Death(Single target) I'm sorry but this sound effect doesn't fit the class. I drown out the sound effect with music because it makes me cringe.
    (0)

  4. #54
    Player
    RyuuZero's Avatar
    Join Date
    May 2014
    Location
    Ul'dah
    Posts
    472
    Character
    Ryu Kusanagi
    World
    Cerberus
    Main Class
    Samurai Lv 100

    Another NIN Change Suggestion

    • Kassatsu enabling Hyosho Ranryu and Goka Mekkyaku at lvl50 and may get a Boost Trait at lvl76 so Muscle Memory can properly develope.. since it's so annoying to get your Muscle Memory punished for being in sublvl76 synced content
    (1)

  5. #55
    Player
    Kreyd's Avatar
    Join Date
    Jul 2017
    Posts
    163
    Character
    Kreyd Lerival
    World
    Shiva
    Main Class
    Dark Knight Lv 100
    An ability for MCH that lets him shoot left or right with his rifle or shotgun and flings him to the other side. Basically like Rufus in FF7:Remake.
    (1)

  6. #56
    Player
    Yuella's Avatar
    Join Date
    Feb 2016
    Posts
    737
    Character
    Boulder Colorado
    World
    Cactuar
    Main Class
    Sage Lv 98
    RDM: A way to fix imbalance mana. Like every minute, there's an ability to transfer mana from one to the other and make it balance. For example, If you have 80 white and 40 black, the ability will make you have 60 white and 60 black.
    (0)

  7. #57
    Player
    ThorneDynasty's Avatar
    Join Date
    Oct 2021
    Posts
    817
    Character
    Gisela Thorne
    World
    Zodiark
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Yuella View Post
    RDM: A way to fix imbalance mana. Like every minute, there's an ability to transfer mana from one to the other and make it balance. For example, If you have 80 white and 40 black, the ability will make you have 60 white and 60 black.
    This could be a decent idea if it came with other kit chances that made mana balancing far more difficult than it is. As it is now though imbalanced mana is something that happens far less than once per any encounter. Do we really need to make the management even less consequential?
    (3)

  8. #58
    Player
    Sequora's Avatar
    Join Date
    May 2014
    Posts
    523
    Character
    Raveen Raines
    World
    Gilgamesh
    Main Class
    Summoner Lv 100
    Probably a pipe dream and I have a separate post about it, but overhaul of caster balance.

    I’m not sure why the entire game is designed around 2x melee, especially when a job like BLM exists.

    Melee jobs all deal relatively close rdps. Some of the damage for most of them comes in the form of buffs.

    Caster should be the same. Get rid of caster Rez, give it to everyone, or put severe limitations on it.
    (0)

  9. #59
    Player
    Silverquick's Avatar
    Join Date
    Mar 2017
    Posts
    893
    Character
    Silverquick Fox
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Shurrikhan;6388554
    [
    [B
    SUMMONER[/B]
    • 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 two 90s, but rushable or bankable to 60s-120s. To make up for the lost burst of 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' unaspected Ruin, Ruina, Ruinga (big MP spender), Prisma, Impulse, and Glyph (same name, but not the same ability). Summoner no longer has access to Physick; it instead gets a more versatile tool in Glyph.
    *snip*
    Honestly, just something, anything to add a tad more complexity to it. This idea just might work. Detach all the Summons and then each one has a unique usage and strategy with similar timers, and unique actions like you're saying. While I'm not so big on going back to the Pet Idea, I don't think it needs a total rework, but it definitely needs at least something to make it more complex. I have never played a version of Summoner before that felt tedious like this after you play it for too many sessions and that's saying something being that I've played it since back in ARR.

    Red Mage
    This one still is fun to play, but I do have some issues. Like... why is Magic Barrier only 10 seconds when Embolden that you get many levels lower is 20s? I'd like to be able to say you get more out of magic barrier... but you really just don't. Most attacks are still physical not magical. Just bite the bullet and make it 20s like Embolden is. Or reduce the CD to about half of what it is. No matter how you slice it it's not going to totally imbalance the game.
    Since they're not going to give RDM a shield like SMN has... give it a 15% damage reduction on CD like a tank has. Every iteration of FF Red Mage always has Protect spell just like the other casters, except this one. This has become more important the higher you take RDM because the job changes from an in and out fighter at early levels to a mostly melee range combatant due to the number of combo finishers you end up at higher levels. I find myself pulling off upwards of 4 in a row before I have to spend a lot of time before building up again so I have to sit at least close to melee nowadays. But
    (0)
    Last edited by Silverquick; 02-03-2024 at 03:48 PM.

  10. #60
    Player
    Silverquick's Avatar
    Join Date
    Mar 2017
    Posts
    893
    Character
    Silverquick Fox
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    (continued)
    RDM just flat out doesn't have the staying power of even a WHM.
    I get that damage is never going to be a thing with RDM and that's fine because honestly that's always the way RDM has been. But even in the last FFonline game RDM had multiple things like Phalanx + Stoneskin + Protect + Shell, etc, but at least it was durable even if it didn't have the HP of other classes or the DPS.
    That's really what its missing in comparison to previous editions of Red Mage.
    (0)

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