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  1. #1
    Player
    Altijacek's Avatar
    Join Date
    Nov 2013
    Location
    Laredo, Texas
    Posts
    701
    Character
    Phil Collins
    World
    Midgardsormr
    Main Class
    Marauder Lv 60

    Proposed changes to some abilties

    1. Mug: Cut potency and cooldown in half. Therefore damage output I pretty much the same, and you can get more items when farming in open world. Would be nice if one poison drains health (as it does now), the other increases drop rate, and having NO poison guarantees HQ (but doesn't increase drop rate). Makes sense because if you don't poison the mob, it retains its quality.

    2. Forbidden Chakra/Purification: I love this mechanic, despite how little we see of it. But I feel like it could've all been saved into one button for hotbar space. Forbidden chakra available while in fists of fire, purification while in fists of wind, and a raid wide -5% damage for 10 seconds while in fists of earth (that could be a future ability).

    3. Provoke (PVP only) makes it so that if target is within a certain distance, their next attack hits you no matter what.

    4. Shuffle for Astrologian needs to not allow the same card to come back.

    5. Living Dead: allow dark knight to go to 0 HP, not one, making it obvious that the heal counts as 100% (not sure if that was fixed, but if not this would be a nice thematic way to solve the issue).

    6. Wildfire: I feel like as a support class, that is lacking in DPS (doing fine really, but generally frowned upon I guess), they should have one very very powerful ability that makes good use of their allies. Allows all DoTs ticking on enemy when timer is up to burst for their remaining damage, and continue ticking afterwards (as to not ruin rotations of allies). Sounds insane, I know, but it fits and I'm sure percentage of damage dealt can be adjusted but it would make their DPS be something admirable. I think if the ability is to powerful, it can do a percentage of remaining damage, but the concept is that this works like a raid wide fester.

    7. Ley Lines: would be beautiful if this was a support ability that other Mages could use, but might be too strong.

    8. Wheeling Thrust: since it's fairly identical to fang and claw, it'd be nice if this has one unique aspect to it, like resetting cooldown on Elusive Jump while the other resets cooldown on Dragonfire Dive, both with like a 15% chance of activating. Just for the sake of making the abilities a bit different, without ruining the rotation of normal jumps.

    9. Wanderer's Minuet: remove cast time but retain the concept of staying stationary. Yes, bards love to run around, etc. handling mechanics and whatnot and that's fine. But it makes sense that the archer should have a moment to focus and concentrate. When wanderer's minuet is active, each attack grows in potency by 5% stacking up to 30%, so far as the bard is not moving. If YoshiP really wants cast times, that's fine too, one of the new weaponskills can have a charge up time because that also makes sense--an archer might want to pull back and charge a bit longer.

    10. Wanderer's Paean: maybe this is too powerful, but I think it should just last until it's used. My bard casts it on my war before a pull, and I have to use berserk within the first ten seconds which is fine of course, but would be nice in other instances if I don't want to berserk right away or some such thing.
    (8)
    Last edited by Altijacek; 07-24-2015 at 04:11 PM.

  2. #2
    Player
    PlumpyMcduff's Avatar
    Join Date
    Mar 2015
    Posts
    222
    Character
    Plumpy Mcduff
    World
    Coeurl
    Main Class
    Marauder Lv 50
    Repost here in appropriate subforum please

    http://forum.square-enix.com/ffxiv/t...est-Megathread
    (0)

  3. #3
    Player
    Gooner_iBluAirJGR's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    627
    Character
    Rosenthal Hogire
    World
    Gilgamesh
    Main Class
    Marauder Lv 70
    I cried a little bit. . . all of these changes were so. . . logical and well thought out. Are you a magic man?
    (0)
    YouTube.com/c/iBluairjgr

  4. #4
    Player
    ErzaScarlet77's Avatar
    Join Date
    Feb 2014
    Posts
    525
    Character
    Lili Reina
    World
    Faerie
    Main Class
    Dragoon Lv 80
    that DRG change would make them ridiculous lol
    dragonfire dive does A LOT of damage. imagine if youre lucky and proc it 3 x in a row
    (0)

  5. #5
    Player
    myahele's Avatar
    Join Date
    Oct 2013
    Location
    Gridania
    Posts
    4,644
    Character
    Tonrak Totorak
    World
    Gilgamesh
    Main Class
    Red Mage Lv 90
    Lol at the ley lines. When as a SMN early on I thought that the spell speed buff would also work of me when a BLM used ley lines
    (1)

  6. #6
    Player
    Psycofang's Avatar
    Join Date
    Dec 2014
    Posts
    287
    Character
    Void Fang
    World
    Zalera
    Main Class
    Goldsmith Lv 100
    Smn in Dwt standing in a blm leylines...

    It'll be demanded that blm use it for smns , cause twice as many aoes to target the leylines user and everyone else just benefits while the blm gets screeeeewed.

    Please no.
    (0)

  7. #7
    Player
    TheCurls's Avatar
    Join Date
    Aug 2013
    Posts
    559
    Character
    Aija Dal
    World
    Balmung
    Main Class
    Summoner Lv 90
    You do realize that's actually nerfing Wanderer's Minuet, right?
    (3)

  8. #8
    Player
    Fantasy9's Avatar
    Join Date
    Sep 2012
    Location
    Limsa Lominsa
    Posts
    241
    Character
    Geovana Fletcher
    World
    Mateus
    Main Class
    Archer Lv 80
    I will agree WP does need a change. whether it is instant cast or lasts longer. there is no use for it outside the very beginning of a fight because of that cast time of 3secs.
    (0)

  9. #9
    Player
    StrejdaTom's Avatar
    Join Date
    Oct 2013
    Location
    Gridania
    Posts
    1,678
    Character
    T'aretha Tyaka
    World
    Ragnarok
    Main Class
    Bard Lv 70
    Everything except the WM is a good idea. WM really doesn't need a nerf.
    (0)

  10. #10
    Player
    Obysuca's Avatar
    Join Date
    Aug 2013
    Posts
    963
    Character
    Ayaminae Yirien
    World
    Midgardsormr
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Altijacek View Post
    2. Forbidden Chakra/Purification: I love this mechanic, despite how little we see of it. But I feel like it could've all been saved into one button for hotbar space. Forbidden chakra available while in fists of fire, purification while in fists of wind, and a raid wide -5% damage for 10 seconds while in fists of earth (that could be a future ability).
    When I first saw mnks using meditation, I thought it'd be on it's own cooldown so you could use a skill, use meditation while waiting on the cooldown for the next skill. I was horribly wrong when I lvled mnk :/ They really could have done something better with it too, rather than "spam 5 times, use once, wait until everything is dead, spam again". They could have done something special for each stack and had it on its own cooldown so it wouldn't be a "spam, use once, done", like giving us a 2nd skill that goes with it, so we use meditation for stacks, but each stack changes the other skill etc. Could have been something like...

    1 stack - 100-200 tp restore
    2 stacks - 200? 250? potency hit, like a weaker forbidden chakra or perhaps an AoE, we all know mnk could use some, especially when tanks pull huge groups.
    3 stacks - recover 1 stack of GL (for those times your tank decides to be "clever" and drags half the mobs with him in the middle of fighting, causing GL3 to wear before he stops again >_> )
    4 stacks - hp recover, maybe on par with second wind
    5 stacks - forbidden chakra

    Of course, it'd have to be on a cooldown of say, maybe 1 min? So you couldn't abuse the hp recover / damage, but it'd still be short enough so it'd be useful a few times per fight. It'd also help bring mnk's damage up some. From leveling with a fc member's drg 50-60, dungeons all the way, both geared about the same, his damage was blowing mine away. Yes, I was doing positionals correct too, I'm not a lazy mnk like 75% of them lol There were even times we'd both be on a different mob (the tank couldn't make up his mind so no matter what we hit, he'd lose hate anyways) and his would be dead before mine even hit 50%
    (1)
    Last edited by Obysuca; 07-25-2015 at 03:31 PM.

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