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  1. #5
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,336
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Are you sure we need 4 posts of space to workshop a handful of potency changes and 1-2 abilities being removed per job?

    /depressed motion

    Jokes aside, my big one is Summoner, because in theory that job is already where it needs to be, it's just like... only 50% finished.

    "All" that needs to happen is:

    * Sort the 3 minor summon gems into "categories" (e.g. Red gives highest DPS but is slow casts, Yellow is fully mobile but average DPS, Green is mobile-ish and low damage but has some form of utility). Adjust current summons to fit this.
    * Add ~2 extra "sets" of summons. These fit their respective categories, but mechanically work different from Ifrit/Titan/Garuda.
    * The set of minor summons is picked at random when the Major Summon ends. ~0 preparation time, work with what you got.

    And this would also set the tone for future development: Each expansion can add a new "set" of summons. Oh and please devs, please, please remove the terminally boring Temu Bahamut again. It's the most memey thing, "We got Bahamut at home"-stuff. Why do this? Why not at least upgrade the normal Bahamut into it, if you genuinely think it's a cool ability? Why do this weird, non-interactive, broken, major cycle?

    (in my idea, I could also see expansions sometimes adding a major, in which case I'd also say balance them all and pick one at random, though this time you know beforehand which you'll get)

    New identity: The "random" caster. Gameplay is about handling random shifts in gameplay, though the overall structure stays the same you still can't react to boss abilities the same way based on which set of minors you got, maybe Ramuh is a single 6s channel instead of Ifrit's two long-casts. Can't just do as-before.
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    Last edited by Carighan; 07-03-2025 at 08:08 PM.