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  1. #1
    Player
    TaiyoShikasu's Avatar
    Join Date
    Dec 2017
    Posts
    454
    Character
    Taiyo Shikasu
    World
    Behemoth
    Main Class
    Bard Lv 80

    5.0 Job Abilities Wishlist/Speculation

    Besides fixes to existing abilities and revamps of existing jobs, what do you want to see added or think will be added with the level cap raise?

    For Bard I'd like to see them get their own Bane and I wager they'd get another song or two like a single target HP regen or a haste effect to draw on songs from other titles in the series.

    For Ninja, I want something involving a giant tiger. That was the best part of the level 70 quest and I want it. I don't care how.

    Summoner besides the obvious desire for more egis and demi-primals, their own Iron Jaws
    (1)

  2. #2
    Player
    Jxnibbles's Avatar
    Join Date
    Jul 2015
    Posts
    304
    Character
    Aimori Duciel
    World
    Gilgamesh
    Main Class
    Black Mage Lv 80
    I think it would fun if I list a few things I do not want to see.

    1) I do not want to see a crossrole action skill shown during the 5.0 job preview.. RESCUE *cough*

    2) I do not want to see stone 5, fire 5, blizzard 5 ect..
    (1)
    Last edited by Jxnibbles; 02-07-2018 at 06:21 PM.

  3. #3
    Player
    Stellafreyja's Avatar
    Join Date
    Jan 2018
    Posts
    75
    Character
    Stellafreyja Nox
    World
    Cactuar
    Main Class
    Astrologian Lv 90
    Some silly ideas~
    Red Mage:
    Vermedica (plz don't kill me)

    Astro:
    Cross Sect - Allows next Aspected spell to apply both the Shield and Regen at the cost of double the mana. (120 second cooldown?)
    AoE Combust plz
    (1)

  4. #4
    Player
    Sylvain's Avatar
    Join Date
    Oct 2015
    Posts
    1,491
    Character
    Sylvestre Solscribe
    World
    Ragnarok
    Main Class
    Summoner Lv 90
    For BLM I want more void Magic and fire V. However I dont want fire5 to be the new fire4. It has to be special, like a CD of some sort, a trait (like making umbral heart boost spells to rank5) or even a finisher. Like "200 potency, deals more damage the less mana you have" making it something you only use as the last spell of your rotation.
    (2)
    Last edited by Sylvain; 02-09-2018 at 11:12 PM.

  5. #5
    Player

    Join Date
    Nov 2013
    Location
    Ul'Dah
    Posts
    15
    Quote Originally Posted by Sylvain View Post
    For BLM I want more void Magic and fire V. However I dont want fire5 to be the new fire4. It has to be special, like a CD of some sort, a trait (like making umbral heart boost spells to rank5) or even a finisher. Like "200 potency, deals more damage the less mana you have" making it something you only use as the last spell of your rotation.
    I like that idea, although I'm not sure how practical it is.
    (0)

  6. #6
    Player
    Enkidoh's Avatar
    Join Date
    Dec 2012
    Location
    Ala Mhigo
    Posts
    8,263
    Character
    Enkidoh Roux
    World
    Balmung
    Main Class
    Paladin Lv 90
    GLA/PLD I would like to get back the old 1.0 weaponskill Red Lotus (we got back Goring Blade in HW at least so it's possible!)

    Phalanx as well (although I guess it's already kind of in the game anyway as Shield Swipe, albeit modified).

    Also, I know it's a lost cause but I really feel like I'm missing something with the loss of CNJ spells now as GLA/PLD - especially not being able to heal myself at low levels (in other words, doing low level synced content when there is not an external healer around.). Swiftcast as a role ability was allowed to be shared between both healers and casters so why can't at the very least Protect be shared with tanks? Or if GLA/PLD can't have CNJ spells back, please can we have at least a basic low level cure spell/ability that Clemency replaces? (If doing low level content level synced down, Clemency would be replaced in turn by this low level cure).

    There is a lot of low level content that was originally designed with the old cross class system in mind and thus expected the player to cross class Cure to survive. Now that's no longer the case, such content is now unbalanced (level 30 GLA class quest fight is an example of this). So a low level healing spell for GLA/PLD to compensate would be very welcome.
    (1)

  7. #7
    Player
    MPNZ's Avatar
    Join Date
    Sep 2013
    Posts
    691
    Character
    Nephie Elz
    World
    Lamia
    Main Class
    Archer Lv 90
    For BRD:
    • 2.0's shadow bind effect (cross classable to ninja)

    • Wide Volley replacing quick knock

    • Make Iron jaws refresh straighter shot

    • Refulgent Arrow replacing Straight shot when straighter shot is up

    • A less cluttered UI

    • An upgrade to Nature's minne and Wardens paeon to have clemency's aoe radius

    • Minne and Warden work like stone skin and place a stack without the timer. Otherwise, they will work as they do right now.

    • Warden to have a reduced cast time

    • Peloton's effect to to become a passive trait that would be share with machinist

    • A skipping action that would work like sprint

    • Make it so that stats would change color if you hit the stat limit

    • A lullaby aoe to put baddies to sleep

    • hunt tracking skills similar to prospect (universal skill)

    Quote Originally Posted by MPNZ View Post
    In general:

    With the introduction of gauges it might be good idea to begin redesigning the HP/MP/TP/EXP/enemy HP/job gauges/et cetera into a single graphic, or at least just some of them to be more aesthetically pleasing and easier to absorb by players.

    ---------------------

    Bard:

    Timing: Basically, this will just be a reward system that would insentivise players to keep songs active throughout encounters. It would basically give rewards for switching the next song in a certain amount of time, and would be telegraphed by the song gauge blinking red.
    For examples: read below.

    Wanderer's minuet reward: Straighter shot proc chance up for the duration for song activated during timing.

    Mage's Ballad reward: River of Blood activated for duration for duration of the song activated during timing.

    Army's Paeon change: Once all of the notes are activated timing will activate.

    Army's Paeon reward: Activating timing will continue its effect for the duration of the song activated during timing.

    (1)
    Last edited by MPNZ; 02-19-2018 at 03:29 AM. Reason: clarification

  8. #8
    Player Dualgunner's Avatar
    Join Date
    Aug 2014
    Location
    Gridania
    Posts
    2,942
    Character
    Lilila Lila
    World
    Coeurl
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Stellafreyja View Post
    Some silly ideas~
    Red Mage:
    Vermedica (plz don't kill me)
    *picks up rapier and growls*

    Ok we can work with this maybe. What if it was like Kuribu in Lost City HM? Depending on which mana was higher, it would either be a weak party heal or it would leave an enemy damaging puddle on the ground. Give the dot a 30 second or so duration and slap a 25s cooldown on the ability to allow for reallignment before the actual cast.
    (0)

  9. #9
    Player
    Tanama's Avatar
    Join Date
    Aug 2012
    Location
    Phorampa Wildwood, Valeria
    Posts
    626
    Character
    Jenity Dionysus
    World
    Hyperion
    Main Class
    Archer Lv 80
    Quote Originally Posted by TaiyoShikasu View Post
    For Bard I'd like to see them get their own Bane
    I came here to say this.
    (0)

  10. #10
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,825
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Bard:
    <Nothing new, per se. I'd just like to see the existing toolkit made more cohesive and capable of ingenuity.>
    • Raid support more integral to Bard gameplay in a way present at almost all times and as capable of greater flexibility and nuance.
    • Songs are again at least partially raid buffs and consume mana over time.
    • Song benefits are now split among allies (with a small bonus to the total with each additional ally affected) with allotments based on proximity. Their net worth is therefore very similar both in light and full parties.
    • Song no longer have cooldowns. Instead they now have an activation cost and a drain cost that ramps up over use and gradually fades back to normal when out of use, allowing for lenient but nuanced use in any given situation. (Should I cycle just two songs and a break, generalize across all four evenly for maximum overall coverage, or what?)
    • Foe Requiem has been returned as song that is equally sustainable as the others, but is also mutually exclusive with them and is no less situational. Each of the four songs has a roughly equal portion of near-direct damage benefits and utility.
    • Bard is now capable of further point-support through Reprise, in place of The Warden's Paean. The Warden's Paean is generated through Army's Paean, Prince's Ballad through Ballad, Zephyr's Minuet through Minuet, and Requiem for the Fall through Requiem. Each has powerful single-target effects for oneself, an ally, or an enemy, but consumes a heavy mana cost.
    • Troubadour remains basically untouched, but also has an effect specific to Foe Requiem.
    • River of Blood, Pitch Perfect, and Army's Paean's Attack Speed bonus mechanics are now provided through baseline mechanics that allow for specialization through its actions (e.g. choice and prevalence of skills) rather than stance and can be mixed to finely-tuned goal results.
    • Straighter Shot is no longer a fixed-duration buff, but now feeds into and from unique mechanics in coordination with Heavy Shot.
    • Windbite and Venomous bite are no longer fixed-duration debuffs, but can be quickened, extended, and/or effectively amplified (played off of) by other actions.
    • Windbite and Venomous Bite now provide greater versatility. Caustic Bite and Stormbite are now special effects permitted by their respective traits, rather than mere duration extensions.
    • Bard remains without cast times, but does take allow for optional charge times for stronger shots on Heavy Shot, Windbite, Venomous Bite, and Kill Shot. These can adjust both strength and effect.
    • AoE damage now better interacts with ST damage, and ST damage with AoE damage.
    • Greater interaction between Swiftshot/Magnum (Bloodletter/Pitch Perfect), Volley (Rain of Death), and Empyreal Arrow and song effects.
    • New "Harmonics" and "Dissonance" mechanics attached to personal skills and victims thereof, respectively.
    • Barrage reworked to quickly allow attack commands to be mounted for multiple targets, to all be simultaneously released when Barrage is released, allowing for DoT spreads and coordinate effect triggers. Unique animation combinations created.
    • Traits now allow for the acceleration of both Barrage and Empyreal Arrow.
    • Quick Nock now shares a slot with Wide Volley. They play slightly differently into the Focused Fire mechanic, since now Quick Nock fires over a duration as per its animation, while all Wide Volley strikes hit simultaneously and Quick Nock is capable of some spread effects that Wide Volley is not, but they are otherwise just two animations for the same damage per TP at less than or greater than 18 yards.

    Buttons gained: 0
    Buttons lost: 2
    Ability effects gained: 17
    Mechanics gained: 6
    (1)
    Last edited by Shurrikhan; 02-18-2018 at 10:56 AM.

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