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    Player
    PlumpyMcduff's Avatar
    Join Date
    Mar 2015
    Posts
    222
    Character
    Plumpy Mcduff
    World
    Coeurl
    Main Class
    Marauder Lv 50

    3.05 Job Balance Request Megathread

    It's been stated that 3.05 will be a big balance sweep, so please submit all your balance requests here with stated reasons... list the Job as a header in Bold, please feel free to use my format for uniformity if you wish

    Disclaimer: it goes without saying that some number balancing may be in order in lieu of adjustments


    GAMEPLAY


    MACHINIST

    Blank - remove potency

    Reason: less incentive to utilize it to enhance DPS (healthier gameplay, less frustration)

    Gauss Barrel/Wanderer's Minuet - recast time down to 10s & even quicker activation/deactivation response

    Reason: I know the intent isn't to allow frequent 'stance dancing' but 15s feels overly long; more dynamic/enjoyable gameplay; even after improvement, still feels too clunky to toggle on/off

    Hot Shot - change to "Ability"

    Reason: so it no longer consumes Ammo, we have enough potential for 'wasted ammunition' (no free proc) already between Clean Shot/Lead Shot & our Job is already crippled enough by the slightest of mistakes; this wouldn't hurt

    Reload - reduce cool down to 45 seconds

    Reason: helps to smooth out those dry periods where the unlucky ones get 6+ missed procs & promotes more enjoyable/rewarding gameplay; also lines every other Reload up with Wildfire, far cleaner gameplay

    Split Shot/Slug Shot/Clean Shot - increase potencies from 140/100/100 to 160/100/100; increase bonus (proc) potencies from n.a./180/200 to n.a./200/240

    Reason: helps to make up for the lost potency from Blank, further rewards effective ammo-usage, & makes Cleaner Shot more impactful (a huge plus for pulling off an ammo'd finisher!); also injects a little more power into Split Shot's with no proc so they feel less disappointing

    Promotion - redesigned; split into two abilities, "Jolt" & "Surge"
    • JOLT: Disables a turret's attack mode. Turret will instead create a 20-yalm radius TP regeneration field. Caster MP is slowly drained while active. Cannot be combined with Surge. Attack mode is reactivated upon reuse. Hypercharge Effect: Regeneration potency is doubled

    • SURGE: Disables a turret's attack mode. Turret will instead create a 20-yalm radius MP regeneration field. Caster MP is slowly drained while active. Cannot be combined with Jolt. Attack mode is reactivated upon reuse. Hypercharge Effect: Regeneration potency is doubled

    Reason: it's counter-intuitive to disallow the use of MCH's TP regeneration mechanic while utilizing it's Bishop Autoturret for AOE (MCH chugs a lot of TP while using its AOE abilities). Conversely, it doesn't make a lot of sense to disallow the use of MCH's MP renegeration mechanic while utilizing Rook Autoturret

    Suppressive Fire - increase range to 10y

    Reason: nice, 'low cost' improvement; I feel it's deserving


    MONK

    Perfect Balance - activate the proper form from last weaponskill used upon expiration

    Reason: has always felt incredibly clunky/unintuitive to force a form-drop


    NINJA

    Trick Attack - effect still triggered when positional not met

    Reason: it's far too punishing to negate the effect when the positional isn't met


    ANIMATIONS


    MACHINIST
    • Gauss Barrel Attachment Recolors
    ...at minimum, the Gauss Barrel attachment's color/tip should match that of the weapon equipped. Beyond that, certain weapons should have unique GB attachment designs.
    • Gauss Round Animation Buff
    ...could use some extra flash to it... maybe make it like a plasma bolt or something?
    • Heartbreak Animation Buff
    ...execution abilities should look awesome... this looks like nothing; maybe a crosshair pops up over the victim's head & a sharp, tracer bolt passes through ("BOOM, HEADSHOT!")
    • Kneeling Gauss Barrel Animation
    ...thought it'd be some sort of "hunker down" or snipe stance but we just stand there. The attachment is neat-o but this simple change would really boost the animation IMHO
    • LB3 Satellite Beam Animation Buff
    ...the shot feels very pewny... could be beefed up a bit (thicker beam, less time spent on tilting the droid/more time on hyper-beam effect)
    • Wildfire Animation Buff
    ...would be incredibly awesome for it to have some kind of kindling effect & an ensuing combustion of some sort... would help with MCH's underwhelming visuals overall


    MONK

    Forbidden Chakra - add a persistent "super saiyan" that grows at 1/3/5 stacks

    Reason: awesome doesn't need a reason


    NINJA

    Stealth - default to weapon's unsheathed

    Reason: it looks silly to have the Ninja's Stealth animation default to a slow walk... makes more sense to default it to a creeping stance with the option to sheath weapons thereafter
    (1)
    Last edited by PlumpyMcduff; 07-19-2015 at 06:22 AM.