Give Reaper Lifesteal. I just want it, okay? Like... it just makes so much sense T_T

Give Reaper Lifesteal. I just want it, okay? Like... it just makes so much sense T_T

BLM: Give Ley Lines Charges. or something that makes it more consistent, like turn it into a trait.
Between the lines turned into a blink instead of a scoot. So no terrain collision, fall potential, or hazardous terrain effects incurred in route.
Ideally in 7.0 party buffs won't be so oppressive as to completely take over every aspect of job balance and fight design. In a world where there are only 3-5 party buffs in the entire game so alignment isn't such a big deal:
Overall, make resources (kenki, ninki, feathers, meditation stacks, chakras, soul gauge, rdm mana etc.) generate WAY faster and give us more things to spend them on. While we're at it, give RDM and DNC more procs, and tie BRD's DoT's back into its songs (just revert most of BRD's kit to how it was in stormblood) Imo, a fundamental shortfall of 14 currently is that outside of burst windows, all you do is press 1-2-3 over and over. If that were broken up with more resource management and procs to react to 14's moment to moment gameplay would get infinitely more fun.
I don't know how to feel about this so I'm just gonna post here for a sanity check, but a MNK change I think I want would be to remove the cooldown of Riddle of Fire, and have a 'ready' proc become available when Perfect Balance is used with its potency, and duration adjusted.

BLM: *honestly just a passive to improve manaward at highest levels so i don't frequently die before a tank is capable of getting swiftcast-rezzed and re-establishing top threat even in normal content
*otherwise please don't subject what is already a niche class to 'reworks' that ruin its feel now that it's finally felt consistent for multiple consecutive expacs
* but if you insist on ignoring (request 2), a GCD and oGCD akin to Lost flare star/chainspell respectively![]()
Actually thinking about this more, I think it makes a lot of sense. Decreasing the number of party buffs is appealing, but having even a few of them remaining would mean players would still hard focus aligning banked resources with them, and those jobs would always be preferred over jobs without buffs. I see two solutions to this.Ideally in 7.0 party buffs won't be so oppressive as to completely take over every aspect of job balance and fight design. In a world where there are only 3-5 party buffs in the entire game so alignment isn't such a big deal:
Overall, make resources (kenki, ninki, feathers, meditation stacks, chakras, soul gauge, rdm mana etc.) generate WAY faster and give us more things to spend them on. While we're at it, give RDM and DNC more procs, and tie BRD's DoT's back into its songs (just revert most of BRD's kit to how it was in stormblood) Imo, a fundamental shortfall of 14 currently is that outside of burst windows, all you do is press 1-2-3 over and over. If that were broken up with more resource management and procs to react to 14's moment to moment gameplay would get infinitely more fun.
One is what you mentioned, dramatically increasing the rate at which jobs generate damage resources to disincentivize holding resources for buff windows. This would also give the devs an excuse to finally start building on top of each job's core mechanics to give their resources more uses, and their mechanics more depth, which the game needs so, so badly.
The second, objectively bad fix that should be avoided is the remaining buff jobs get nerfed into the sediment to """counterbalance""" the usefulness of their buffs. Needless to say, this approach to job design should be tossed in a fire. Unfortunately, it's also the approach I feel CBU3 would take.

As a RDM, you want your mana to be slightly imbalanced, for in you melee combo at higher levels, using VerHoly/flare will Guarantee a proc of the respective VerStone/Fire.
I don't think its a bad idea though, can easily imbalance it after, the hard part I see, is with all the different variations of that Number each mana can be, it will be a lot of math for one button to do.
Red Mage. I honestly think it's one of the few jobs where Endwalker is its best iteration, so far.
I typed-up a long post of scattered (ha) thoughts and ideas. Deleted it and instead:
- I think single-target is mostly fine. Maybe some Acceleration tweaks. But, eh. The more I use my rapier, the better.
- AoE is pretty boring on RDM. Impact and 3x Moulinet's are the main issue. New procs akin to Verstone/fire but of a different element could be fun. AoE needs more changes than just that, though.
- A new cooldown that gives [x]/[x] mana and deals damage in both ST and AoE. This would spice-up AoE a bit and give more melee-opportunity for single-target. Manafication with damage!
I'm hoping that they were relatively happy with RDM single-target and decided to spend most of their time and effort on AoE. Black Mage and Ninja (with CDs) AoE feels so good and I enjoy it as much as their single-target. If not even moreso on BLM. On Red Mage however, AoE feels like such a slow slog and very monotonous. AoE changes are my biggest hope for Red Mage.
As kind of a side thing, I'd like to get Red Mage from Bravely Default's outfit. With the roses and such. I think it looks nice.
I've been missing the old summoners poison mage DoTs since picking it up again, would absolutely love to see a new class focus on DoTs.
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