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  1. #1
    Player
    Super_Smiley's Avatar
    Join Date
    Jul 2016
    Posts
    74
    Character
    Super' Mario
    World
    Hyperion
    Main Class
    Summoner Lv 90

    Job Tweak Suggestions DPS Roles

    Hello there, I was wondering if this would be reasonable future job tweaks before 4.0 release. Tell me what you think. I really hope the staff of Final Fantasy XIV sees this.

    Black Mage:
    Astral Fire - Before: 12 seconds. After: 15 seconds.
    Manawall - Now nullifies physical damage up to 30% of maximum HP.

    Dragoon:
    Heavy Thrust - Now increases damage dealt by 15% for 27 seconds.
    Elusive Jump - Now has it's cooldown decreased to 60 seconds.
    Ring of Thorns - Combo action removed and now does 120 potency and TP cost increased to 140.

    Bard:
    The Wanderer's Minuet - Now increases damage dealt by 35%.

    Machinist:
    Gauss Barrel - Now increases damage dealt by 35%.
    Heartbreak - Cooldown is now 15 seconds.
    Suppressive Fire - Range is now increased to 25 yards.

    Ninja: Sneak Attack & Trick Attack, no longer share a cooldown.
    Hide - No longer reduces movement speed.
    (0)

  2. #2
    Player
    Claymore022's Avatar
    Join Date
    Sep 2015
    Posts
    115
    Character
    Claymore Morqlae
    World
    Ultros
    Main Class
    Monk Lv 80
    Why is there no context behind any of the changes? None of them make sense. There's literally no room for discussion here without some explanation lol
    (9)

  3. #3
    Player
    NovaLevossida's Avatar
    Join Date
    Sep 2013
    Posts
    984
    Character
    Kaiser Sturmwind
    World
    Famfrit
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Claymore022 View Post
    Why is there no context behind any of the changes? None of them make sense. There's literally no room for discussion here without some explanation lol
    The NIN one makes a lot of sense. When you do you ever use Sneak Attack in group content? And when is solo content difficult enough that you'd "need" sneak attack? Almost everything can be stunned (even a lot of FATE bosses can be slept on BLM) to enable trick attack anyway.

    Stealth is absolutely awful in its current implementation. That's one ability that could use a lot of tweaking as well. Most MMOs with stealth grant you some bonus related to movement as you level up, from Ultima Online's taking more steps while hidden to more recent MMO's increase of movement speed. It's found some obscure semblance of use in PotD, but otherwise, there's no content in the game frightening enough for stealth to be useful, and most overworld things at 60 can just be flown over.

    I'd honestly rework NIN so that stealth wasn't required for SA, and SA was moved to a once per minute ability with a rear positional like TA has. TA would still function with stealth requirement / ninjutsu requirement. But I see no reason to have the equivalent of a rogue's backstab (with a ridiculous frontal requirement) just sit unused in 99% of the game's content.
    (0)

  4. #4
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    Quote Originally Posted by NovaLevossida View Post

    I'd honestly rework NIN so that stealth wasn't required for SA, and SA was moved to a once per minute ability with a rear positional like TA has. TA would still function with stealth requirement / ninjutsu requirement. But I see no reason to have the equivalent of a rogue's backstab (with a ridiculous frontal requirement) just sit unused in 99% of the game's content.
    Suiton says hi. Also Sneak attack does just fine as solo burst damage; it's not like anything lasts long enough for you to necessitate a 10% damage debuff. Stealth has always been a niche mechanic in mmos, this is no exception. The only real exception is PvP, and we know how PvP is in FFXIV.
    (0)

  5. #5
    Player
    NovaLevossida's Avatar
    Join Date
    Sep 2013
    Posts
    984
    Character
    Kaiser Sturmwind
    World
    Famfrit
    Main Class
    Marauder Lv 50
    Quote Originally Posted by RiceisNice View Post
    Suiton says hi. Also Sneak attack does just fine as solo burst damage; it's not like anything lasts long enough for you to necessitate a 10% damage debuff. Stealth has always been a niche mechanic in mmos, this is no exception. The only real exception is PvP, and we know how PvP is in FFXIV.
    My post addressing Suiton says hi.
    (0)

  6. #6
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,891
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by NovaLevossida View Post
    My post addressing Suiton says hi.
    Quote Originally Posted by NovaLevossida View Post
    I'd honestly rework NIN so that stealth wasn't required for SA, and SA was moved to a once per minute ability with a rear positional like TA has. TA would still function with stealth requirement / ninjutsu requirement. But I see no reason to have the equivalent of a rogue's backstab (with a ridiculous frontal requirement) just sit unused in 99% of the game's content.
    So the NIN has the option to either use any other Ninjutsu (generally Raiton) in place of Suiton and use Sneak Attack instead of Trick Attack, assuming SA and TA still share cooldowns?
    (0)

  7. #7
    Player
    Claymore022's Avatar
    Join Date
    Sep 2015
    Posts
    115
    Character
    Claymore Morqlae
    World
    Ultros
    Main Class
    Monk Lv 80
    Quote Originally Posted by NovaLevossida View Post
    The NIN one makes a lot of sense. When you do you ever use Sneak Attack in group content? .
    When does a monk ever use feather foot in group content? Does that mean we should change it to a damage dealing ability? No it doesn't. The same can be said for a lot of jobs. If SE went around giving out buffs to jobs that don't need it, it'd break the game. I can think of a ton of skills that could be changed on jobs to be useful in raid but that doesn't mean it should be done.
    (0)

  8. #8
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,891
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Claymore022 View Post
    When does a monk ever use feather foot in group content? Does that mean we should change it to a damage dealing ability? No it doesn't. The same can be said for a lot of jobs. If SE went around giving out buffs to jobs that don't need it, it'd break the game. I can think of a ton of skills that could be changed on jobs to be useful in raid but that doesn't mean it should be done.
    Were it just reliable (much like the original Perfect Dodge, or by making use of some sort of urgency-dependent rating / dodge resource system), you'd probably see it necessarily used in fights like Garuda Ex if the Monk wanted to stay in range for Wicked Wheel. Sadly, even that's been moved away from, as the only damage types melee have to deal with now are the same that ranged also deal with, rather than having any differing sets of mechanics that would be uniquely mitigateable. I'd like to see revisions such as that, both through the skills themselves and the contents they might be used in. But I'd agree that that doesn't mean every non-offensive ability or non raid-essential skill should be trimmed or flattened into raid damage. We have already an irregular lack of identity-heavy abilities meant for the open world, soloing, versatility, etc. Hide and Sneak Attack are actually two of the few remnants, if anything, in my opinion.
    (0)
    Last edited by Shurrikhan; 07-28-2016 at 09:58 AM.

  9. #9
    Player
    Krindor's Avatar
    Join Date
    Jun 2014
    Posts
    435
    Character
    U'tyada Tia
    World
    Odin
    Main Class
    Marauder Lv 67
    Can't see any reason to change NINs SA and TA so that they don't share cooldown, SA is used when solo and TA when in group, never going to be in the front while in raid content 90% of the time anyways.

    Damage buff for both BRD and MCH is uneeded not going to change anything balance wise.

    HT for DRG, don't even think it's going to change anything rotation wide, it was changed to fit the new additions to combo and they already have 3 gap closers so shorter CD on elusive isn't going to change much either. With a TP cost of 140 and potency of 120 it's going to be an even less reason to use it over Doom spike which has a 1:1 ratio.

    Manawall I can kinda see but isn't in any large need of change either. Astral Fire change wouldn't change that much either considering how easy it is to reapply.
    (1)

  10. #10
    Player
    DarkerOrange's Avatar
    Join Date
    Jul 2014
    Location
    Gridania
    Posts
    349
    Character
    E'dok Edok
    World
    Masamune
    Main Class
    Ninja Lv 70
    No. Stop it.
    (3)

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