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  1. #6
    Player
    Enkidoh's Avatar
    Join Date
    Dec 2012
    Location
    Ala Mhigo
    Posts
    8,322
    Character
    Enkidoh Roux
    World
    Balmung
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Set View Post
    Nothing about evasion or blink style tanking. The ideas where derived from the recent changes to allow tank to get a higher bonus because of the low counts. Some of it goes beyond this concept but it was all ideas derived from that.
    Yeah, in hindsight I guess I was a little too presumptive there, but 'new tank ideas' threads inevitably become derailed as 'introduce NIN into FFXIV as a new tank Job' threads, so I guess I was just trying to be preemptive for that. I'm sorry about that.

    Quote Originally Posted by Set View Post
    a. Bring back renkai from FF11
    SE have been asked about bringing back FFXI-style skillchaining and magic bursting in the past, and always reply they have no plans to do so, as it just wouldn't work due to how weaponskills function in XIV. As they're not reliant on having to build up TP like FFXI weaponskills were, it would just be too overpowered to spam skillchains repeatedly - SE would have to add some kind of limitation to it (extra cooldowns and the like), or else add an extra gauge like the Limit gauge. However, another possibility would be bringing back the old 'Battle Regimen' function from version 1.0's original launch - it is similar to skillchaining except it was made to 'stack' and be activated automatically, however it just didn't work as well as it should have, hence it was removed when autoattack was added to 1.0 and has never returned since. Maybe have it that Battle Regimens can only be executed once or twice a battle or something to help control balance. But it's definitely an interesting idea to consider.

    Quote Originally Posted by Set View Post
    g. make it so the tank can't tank more than 3 mobs at once. Either damage is too high or impossible to keep threat. In combination with this give DPS more CC like sleep, sap, knockdown, root, etc...
    Unfortunately, given the possibility of multiple links, this would just make things rapidly escalate out of control, leading to far more wipes - do you really want to wipe on six trash mobs that decided to link with the three maximum mobs you were already fighting for this reason? In a sense, the game already has this anyway - I find I can usually only handle three or four mobs at once, tops, assuming I have a decent healer covering me of course.

    Quote Originally Posted by Set View Post
    k. give healers a rotation for healing.
    - Cure makes Esuna now heal and Esuna makes the damage from holy HoT everyone.
    - When Aero is on a target it heals the person they attack, after aero is cast stone now reduces the damage the target does, this combo gives a free Medica
    That's really discussion for the Healer section, but even so, as a WHM as well as a PLD I can easily see that's a bad idea. Not only is it ridicuously overpowered, Esuna is a status removing spell, that's all it's ever been and always ever will. As Esuna has a low cast time and low cooldown, what's stopping a CNJ/WHM spamming it over and over for the buff? And ignoring the ridiculous concept of casting attack magic on an ally, it would just be far too fiddly to bother with (Medica is usually only used in a dire emergency so if a WHM really had a dire need to cast a free AoE healing spell, they wouldn't waste what little MP they have casting Aero and Stone on an ally (after all, those two spells use more MP than Medica does on it's own, making it false economy MP wise.).

    Quote Originally Posted by Set View Post
    3. Give the bonus for queue based on the queue time and not just to tanks. for example do time*basevalue/2+30 so it equals out for the rewards over time for everyone.
    The whole reason for the DR queue bonus for tanks is simply because there are too few people queuing as tanks at that time. From time to time the bonus shifts to healers - it all depends on how many people of that role are queuing at the time. Removing the bonus simply based on queue time would just have people deliberately holding off accepting duties just to drag the wait time out even further. No, keep the DR bonus based on amount of people of that role queuing as it is.

    Quote Originally Posted by Set View Post
    4. Make the tanks able to DPS more viable when not in tanking mode (ie sword oath / defiance off). This will allow people to play a tank and DPS giving some DPS people the want to play a tank and fill the tank role sometimes. This also doesn't just give the advantage to tank but the entire party.
    Well, hopefully when second jobs are added, the ones for GLA and MRD will be DD Jobs (my money is on DRK of course, but nothing is known for certain at this stage), so this will actually be viable. And having said that, nothing is stopping you forming a party with three PLDs and a WHM, with one in Shield Oath and the rest DDing. You can easily get around the role-requirements in most cases by simply self-forming your party.

    Anyway, I didn't want to criticize all your ideas, as I agree with most of them, it's just a few of them I could see problems with them as they were written.
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    Last edited by Enkidoh; 03-28-2014 at 04:46 PM.
    Quote Originally Posted by Rannie View Post
    Aaaaannnd now I just had a mental image of Lahabrea walking into a store called Bodies R Us and trying on different humans.... >.<

    Lahabrea: hn too tall... tooo short.... Juuuuuust right.
    Venat was right.