The development team said they ran into issues making 3 jobs for 3.0, and getting NIN done in time.
Looking at what they resorted to, to make the classes, I feel part of it stems from a lack of "mechanic" ideas, that fit within FFXIVs limitations.
This threads purpose is to gather EVERYONE'S "MECHANIC" IDEAS.
(Not a new class you came up with, or changes to the whole system! Just unused mechanics they or current classes could use.)
I will take all ideas in this thread, and repost them in this post.
LIST OF MECHANICS
-1- Melee DPS that has nothing similar to a 1, 2, 3 combo. Same with a Tank (example being SMN not using a 123 combo. This would most likely lead to a DoT melee, with a filler attack, and more off the GCD attacks to fill in with)
-2- Ranged DPS with instant attacks. (This was nerfed, most likely for PvP, to fix it, use a buff, if any damage is taken, all abilities gain their cast bars back)
-3- Tank with a "long" range pull (same distance as caster spells, to balance it, cut its dmg, make it non damaging like flash. Possible tank with primarily ranged threat moves.)
-4- TP is under used. (Think BLM, when low on MP, they lower dmg, and build up MP, then switch to burst dmg when they have MP. Make a class bounce around with TP like a BLM does with MP, or something like it.)
-4.5- Melee Mage swaps between TP or MP like the above example to BLM. (Otherwise, we already have this with PLD and DRK)
-5- Tanks turn tank stances on or off. Rather than build up a "stance". (Think of Wrath stacks, but having to rely on it for your "stance")
-6- All tank need GLA for Provoke, have an ability that straight up takes enmity from a player. (or at least make a "provoke" that targets a player, rather than an enemy)
-7- A class/job that has 3 job stones for each role. (Could be the same job, but doesnt get soul stones, just simply a DPS/Tank/Healer item you put into the job stone slot. Doesnt need to change its abilities, just a different "stance/aura" which makes different abilities more effective at your role.)
-8- LONGER GCD ability. (yes, longer) Sacrifice speed, for more dmg, and more time for off the GCD abilities. (Be it a new class or buff for another class. Preferably an alternative option, not required, as most ppl dislike long GCDs, and dislike off the GCDs lack of responsiveness)
-9- Melee Healer
-9.5- All Instant cast healer, but balance issues would most likely prevent this from ever existing.
-10- Healer that relies mainly on TP
-11- Armor sets not used by roles, such as cloth/leather tank, or plate/chain/leather healer, chain ranged dps, etc. (not too much of a combat mechanic, but they argued how it would effect gameplay for said class)
-12- Tank that targets players to hold hate, rather than enemies.
-13- Pet tanks have been nerfed in group content, so a return of a pet tank. (Most likely some sort of HP sharing between the pet and party member, so healers can focus on healing the party member, instead of the pet)
-14- Tank w/o AoEs. (Example being every hit in the combo is high threat, including off the GCD attacks, but they generate less threat if they hit the same target more than once. Relying on tab cycling)
-15- Class made primarily of off the GCDs, and 1 filler GCD attack.
-16- Mitigation -dmg% taken buff that requires being prepared before/outside of combat. (some sort of buff that can only be used out of combat, and doesnt wear off, until they start taking dmg, then it starts to count down till it wears off. Usually if you use a buff early, it starts to wear off before you even reach the mobs, currently stoneskin is the only thing close to this type of mitigation.)
-17- Forced evasion buff for tank (example: off the GCD, every 10 seconds, apply a buff that gives a 100% evasion to the next attack received. 2nd possible example: Health slowly drains, but you gain perfect evasion, or VERY high evasion during this.)
-18- Invincible alternative, force all damage to heal the tank/class instead.
-19- Regen based Healer. (Instead of direct heals, focus on the reapplication of multiple HoTs like SMN does with DoTs)
-20- Tank stance/ability: Attack with Stoneskin effect. (Instead of an attack that heals the tank, it grants the tank temp HP. Galvanize is a slightly better version, as it would discourage spamming the attack.)
-21- 1.5s GCD fast cast Healer. (I assume this isnt done, because PS3/4 players need to switch targets, and doing so with 1 second less might be considered too hard)
-22- 1.5s GCD tank. (More likely than healer, as just like a DPS, they have the same amount of time to switch targets as a MNK or NIN would)
-23- Healer with same potency heals, with minor effects on each, to keep track of. (Adds a healing rotation)
-24- Healer with a 1, 2, 3 combo for heals. (Honestly not much more effort than spamming cure1 3 times, than to hit 1, 2, 3/repeat on your current target)
-25- AoE focused healer, who buffs a target to share a portion of their dmg to the party. (Turn the buff off, to increase AoE healing, for AoE situations)
-26- "Mudra" type of mechanic, but for Tanks or Healers. (I feel this might be stepping on the toes of NIN's identity a bit, as we already see most classes sharing mechanics with eachother)
-XX- Left open for edits-
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