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  1. #11
    Player
    Avatar von Irenia
    Registriert seit
    Mar 2015
    Beiträge
    244
    Character
    Irenia Ataska
    World
    Siren
    Main Class
    Druide Lv 90
    Note: I'm just throwing ideas at the wall. The specific implementations probably suck, but I really like the ideas behind them.

    White Mage : Big Heals, Big Deeps. The White Mage's solution to any problem is more potency.
    Keeping White Mage straightforward when it comes to healing is best - the only shield they need is Stoneskin. I think they should be better when it comes to DPS; probably something like a trait for MP-cost reduction while in cleric stance would work. If they want to change up how WHM DPS is done, perhaps they can add some sort of stack mechanic that increases damage done; it'd go up when casting damaging spells, and go down when casting healing spells. Don't make it too easy for WHM's to do damage, and don't bring them up to DPS levels, but make it so that they are clearly the best for personal healer DPS - let the other jobs focus on letting the party deal more damage.

    Scholar : The right skill for the job. If only they could hold more Aetherflow stacks.
    Keeping the raw utility of Scholar might be fine, if they also weren't the first choice for DPS-ing due to fairy heals. Assuming that WHM's DPS sustainability is increased, I'd think giving them an Aetherflow skill that allows them to burst well would work - perhaps relegating Energy drain as an MP-restoring tool first and foremost. I'd say to add even more, but perhaps they should just slightly buff the Aetherflow skills they already have. Decoupling SMN and SCH from ACN a bit so that the two jobs can have more varied skillsets that don't affect the other would be nice as well.

    Astrologian Plays with cards. Rigs the game.
    Card balancing is the big one, but Balance will probably still be top; everyone like more DPS. Give AST a spell on the GCD that allows them to see and manipulate the next card drawn - kind of like shuffle. If they want to manipulate their next draw further, they'd need to cast more - though make it cycle through cards after the first cast. With how mobile AST tends to be, Collective Unconscious requiring them to stop moving is lame; they should be allowed to move, even if they still cannot cast any new spells. Most of their DPS potential should be from buffing the party, unlike WHM and more than the SCH. As such, they provide shields or regens, depending on what's needed, and focuses their downtime putting up dots and looking through their deck.
    (1)
    Geändert von Irenia (22.10.16 um 09:34 Uhr)

  2. #12
    Player
    Avatar von Ahrniel
    Registriert seit
    Aug 2016
    Beiträge
    57
    Character
    Honoka Ahrniel
    World
    Zalera
    Main Class
    Dragoon Lv 60
    Zitat Zitat von Irenia Beitrag anzeigen
    If they want to change up how WHM DPS is done, perhaps they can add some sort of stack mechanic that increases damage done; it'd go up when casting damaging spells, and go down when casting healing spells.
    I posted this in another thread, but people quite ignored me, so since I saw someone thinking something similar here it goes...


    Zitat Zitat von Ahrniel Beitrag anzeigen
    White Mage's mana consumption always bothered me, lore-wise it doesn't make sense since they seem to use the element's help to heal, and not use their own energy to do so, it is in the Conjurer's quest-line. There is also the concept of not abusing the help of the elements as a Conjurer, because that would destroy the balance in nature.
    I think that despite throwing those ideas in the lore, they didn't explore them mechanic-wise.

    First thing, if the White Mage uses the power of the elements to heal, and it cannot abuse them, we can assume that there should be a mechanic of either free heals for a certain ammount of time, or for a certain ammount of uses instead of the Cure I proc we have. After that the grace of the elements would wear off and unbalance would happen. In the unbalance nature becomes corrupted, and when corrupted it becomes violent.

    I can imagine something of the likes of you having a "Purity" stack that descreases every time you heal. The Purity stacks would decrease your mana consumption by... 10% each? We could have 10 of them. By the time you reach zero Purity stacks, if you heal up you could start stacking "Corruption" stacks. Those could increase your mana consuption by 5%, and the damage of your spells by 10% each, up to 10 stacks. Since in the quest-line you remove corruption by "balancing the elements" with pretty much stoning and aeoring the elements I would then make it so damage spells remove corruption stacks and build up Purity stacks.

    We could also have each tick of Aero removing 1 corruption stack, each cast of Stone removing 3 corruption stacks, and perhaps Water removing 5. Holy could reduce Purity by 5 when casted, working as a heal to build up Corruption, so people don't abuse the thing, because the first cast in 10 Purity stacks will be free, later on 10 Corruption stacks Holy would cause double damage, but would cost 50% more, for example.

    So you would juggle between damage and healing like this. How about that? Now you got your identity.
    About Stoneskin, it could perhaps stop being a one time barrier, but something that stores overheals. The barrier would always renovate if you overheal the target, up to a certain ammount.
    (1)

  3. #13
    Player
    Avatar von KDSilver
    Registriert seit
    Dec 2015
    Beiträge
    1.533
    Character
    Shiru Elysia
    World
    Moogle
    Main Class
    Astrologe Lv 100
    As a scholar, i'd really like an instant cast skill that use a aetherflow stack to make mitigation.
    Cause, yeah, the heals we were given in 3.0 was great (especially to AoE burst heal), but, well, we're here to put shields and make to mitigation so... give us things like that (for example, deploiement tactic is something only scholar has and it can be really powerful if the adlo is a crit !)
    (1)

  4. #14
    Player
    Avatar von Shurrikhan
    Registriert seit
    Sep 2011
    Beiträge
    12.853
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Mönch Lv 100
    Zitat Zitat von Ahrniel Beitrag anzeigen
    White Mage's mana consumption always bothered me, lore-wise it doesn't make sense since they seem to use the element's help to heal, and not use their own energy to do so, it is in the Conjurer's quest-line. There is also the concept of not abusing the help of the elements as a Conjurer, because that would destroy the balance in nature.
    I think that despite throwing those ideas in the lore, they didn't explore them mechanic-wise.

    First thing, if the White Mage uses the power of the elements to heal, and it cannot abuse them, we can assume that there should be a mechanic of either free heals for a certain ammount of time, or for a certain ammount of uses instead of the Cure I proc we have. After that the grace of the elements would wear off and unbalance would happen. In the unbalance nature becomes corrupted, and when corrupted it becomes violent.

    I can imagine something of the likes of you having a "Purity" stack that descreases every time you heal. The Purity stacks would decrease your mana consumption by... 10% each? We could have 10 of them. By the time you reach zero Purity stacks, if you heal up you could start stacking "Corruption" stacks. Those could increase your mana consuption by 5%, and the damage of your spells by 10% each, up to 10 stacks. Since in the quest-line you remove corruption by "balancing the elements" with pretty much stoning and aeoring the elements I would then make it so damage spells remove corruption stacks and build up Purity stacks.

    We could also have each tick of Aero removing 1 corruption stack, each cast of Stone removing 3 corruption stacks, and perhaps Water removing 5. Holy could reduce Purity by 5 when casted, working as a heal to build up Corruption, so people don't abuse the thing, because the first cast in 10 Purity stacks will be free, later on 10 Corruption stacks Holy would cause double damage, but would cost 50% more, for example.

    So you would juggle between damage and healing like this. How about that? Now you got your identity.
    Although the particular iteration of purity vs. corruption stacks doesn't quite click for me, I would indeed like to see a bit more done with the WHM elements, so long as it keeps its up-front and at-the-ready style of being the healer powerhouse.

    I similarly tossed these ideas out before, but these were some ideas I had for trying to improve on WHM traits.
    • Whispers of Wind - Your wind spells now grant a mote of air, reducing the casts time of your following non-wind spells by 40%. Up to 3 motes of air can be present at a time, each non-wind cast consuming one, and individually fading after 20 seconds.
      Admittedly, this is not one of the more useful Traits, but it does allow for cast cycles by which a WHM can more easily stutter-step for increased uptime during mechanics, a part in which it can be slightly lacking when Regen is of no use.

      By default, this stacking system is not shown on the buff bars, relying instead of a subtle visual presence, but can be configured to do so via the context menu given from selecting the Trait itself within the Actions & Trait menu.
    • Rumbles of Earth - Your earth spells now in equal parts reduce the mana cost and increase the maximum %HP shielded by your Stoneskin by 20% of their damage dealt within the last 20 seconds.
      Rumbles of Earth can stack up to an amount able to apply two free Stoneskins to the party member with the highest HP. By default, progress is shown via Stoneskin itself, the mana cost of which can appear to fall into the negative, up to its normal cost. It does not actually grant MP from use, but uses the negative amount to show how much mana cost reduction will remain after the first Stoneskin cast. Alternatively, it be shown via a differently colored section of your mana bar, a second MP counter, and/or a buff displaying the total bonus HP and reduced MP of your next Stoneskin, measured in the hundreds.

      This allows WHMs a means to build up shielding, at no additional mana cost, through their offense, improving the attractiveness of their DPS.
    • Fluid Aura has been overhauled. Fluid Aura - projects your aura outward through a watery form, damaging and/or knocking back enemies and intercept effects incoming from the direction of the charge. On critical strike, the Fluid Aura will additionally draw one debuff from you and attempt (at critical strike chance) to transfer it to the enemy. Transferable debuffs are limited. It now has a mana cost.
      Yes, this may look a bit like a WHM's personal Living Liquid's Human form and associated charge. Except, it's more versatile.
    • Water's Wake - All water spells now additionally have a chance on critical strike to trigger Water's Wake, temporarily turning Esuna into an ability with the same mana cost but additionally capable of transferring a debuff to your Fluid Aura. This debuff will cause no further negative effects, but can transfer the debuff to an enemy. Esuna both as a spell and ability are capable of critically striking, negating their mana cost in addition to triggering Water's Wake. (Asylum critical strikes have a one-in-eight chance to trigger Water's Wake, essentially a normal chance per affected ally over its full duration.)
      All water spells additionally empower your Fluid Aura, increasing its size during its charge, the number of targets damageable and the total damage that can be split among them, and decreasing its remaining cooldown.
      These effects occur in split proportion; if Fluid Aura is already off cooldown, its size and damage increases faster, rather than spending any of the resource on cooling it faster.
    • Healer's Flow (replaces Freecure) - Your Cure casts and initial single-target healing critical strikes now grant Healer's Flow, reducing the mana cost of your next Cure II by 20% per stack, up to 100%. Stacks fade individually over 20 seconds.
      For clarity: single-target healing critical strikes also include those done by Tetragrammaton and even Esuna, but not by Regen, as it is purely a periodic heal.
    • Healer's Will (replaces Overcure) - Your Cure II casts and, stacking, your Cure II, Medica, and Medica II initial critical strikes now grant Healer's Will, reducing the mana cost of your next Cure III by 10% per stack, up to 100%. Stacks fade individually over 20 seconds.
      Although there is potentially more ramp-up for Healer's Flow and Healer's Will than Freecure and Overcure, the RNG component still remains to a degree, but the surrounding mechanics give more synergy and reliability while keeping WHM the brawnier powerhouse of the three healers.
    (0)

  5. #15
    Player
    Avatar von Rawrz
    Registriert seit
    Jul 2015
    Beiträge
    1.704
    Character
    Sir Rawrz
    World
    Gilgamesh
    Main Class
    Rotmagier Lv 90
    SCH [borderline broken] wishlist:

    62- Emergency Tactics - The next Galvanize will be converted into raw healing. The next DoT cast will have its damage done up front, on top of placing it's debuff. (Thundercloud proc) If cast before Bane, Bane will gain a base potency of 100 and can miss. (Bane is an ability, so it will not trigger the thundercloud like proc. I really wanna make this skill flexible. Scholars are all about CDs and their interaction.)

    64-Ruin- The MP cost of ruin has been increased (equal to Blizzard II.) The radius of ruin has been increased from 0 to 8. [Ruin has become an AOE]

    66- Deployment Tactics- When used, the duration of your Eye for an Eye, Virus, and Galvanize is reset. Eye for an Eye and Galvanize spread to surrounding party members. Virus is spread to surrounding enemies.

    68- Dissipation - Critical Rate is increased by 20% on top of current effect. Recast time is reduced to 120 seconds.

    70- Aetherial Shift- Can only be used under the effect of Dissipation or when a Fairy is summoned. Current fairy is sent away and the opposite is resummoned. If under the effect of Dissipation, the fairy that was not consumed is summoned. Upon execution the effect of Dissipation ends. Cool down of 240 seconds.

    Odds and Ends-
    Selenes Silent Dusk no longer applies Silence, instead it places an 8 second magic vulnerability down on a single target and is called Fey Charm. Cool down of 90 seconds.

    If pets receive 60 Skills

    Selene would keep her silence and instead gains Fey Charm at 60.

    Eos would receive Fey Memento. A buff is placed on a target party member. The next spell based heal received will form a barrier on the target for the amount healed. Does not work with the additional healing of Emergency Tactics, but may be procced by other party members. Cool down of 90 seconds.

    [This is just a "wishlist." Ast and Whm would have to get an equally as sexy tool kit.]
    (3)
    Geändert von Rawrz (22.10.16 um 22:51 Uhr)

  6. #16
    Player
    Avatar von Llynd
    Registriert seit
    Feb 2016
    Beiträge
    222
    Character
    Lynk Lloyd
    World
    Moogle
    Main Class
    Gelehrter Lv 70
    I love your selene's idea so much !
    I ton was thinking about a skill that we could use under Dissipation but i was more thinking about a "hit to shield" stuff.
    Anyway, i hope your ideas will be heard !
    (0)

  7. #17
    Player
    Avatar von Shurrikhan
    Registriert seit
    Sep 2011
    Beiträge
    12.853
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Mönch Lv 100
    On topic this time:

    I honestly scarcely care about new abilities for each job, and would rather just see revisions for earlier levels, making the overall identity, gameflow, playstyle, and individual abilities of each job more interesting. I'd also like to see significant changes to cross-class abilities, classes themselves made more situationally viable, and numerous undermechanics added to make even simple skills have more varied and intricate, yet wholly intuitive, effects.

    If I had to guess though, I'd imagine that SE will do a relatively shit job of pruning, costing skill-cap per class but satisfying some of the more prominent outcries (No more WM! No more Cleric Stance!) without giving much of anything to replace whatever people liked about the removed abilities, leaving us with condensed arsenals that feel more hallowed out than steamlined, and ignoring all options of simply better managing how our abilities are accessed or allowing players that layer of customization as to have more control with fewer keys needed. But, I'm not exactly an optomist.
    (0)

  8. #18
    Player
    Avatar von Blitzgon
    Registriert seit
    Aug 2013
    Beiträge
    27
    Character
    Liliana Iiana
    World
    Ultros
    Main Class
    Weiser Lv 90
    Zitat Zitat von Kabzy Beitrag anzeigen
    I'd be interested to hear more about the OP's opinion on removing SCH from their base class. What would you expect we do if we lost our entire DPSing toolkit? :'D
    To be honest I would actually like to see SCH keep their connection to ARC. Lore-wise it makes sense for them to use diseases as their means of attack and their play style of using strategies such as mitigation and the likes line up very well. I would how ever like to see SMN completely cut off from ARC as it makes no sense compared to SCH. through the FF series Summons we're always these big beasts that you call for to aid you in attacking or providing buffs. I would love to go on and on about how they could change SMN but that is another topic for another board. The only thing I can really think of with base class changes is to change Shadow Flare or remove it from the ARC base all together.
    (0)

  9. #19
    Player
    Avatar von Supersun
    Registriert seit
    Jun 2013
    Beiträge
    192
    Character
    Felix Feliday
    World
    Behemoth
    Main Class
    Hermetiker Lv 70
    Zitat Zitat von Rawrz Beitrag anzeigen
    64-Ruin- The MP cost of ruin has been increased (equal to Blizzard II.) The radius of ruin has been increased from 0 to 8. [Ruin has become an AOE]
    Give it that sweet Ruinga animation from the XIII series and add a stun effect to it and I'd be a happy Scholar for 4.0 lol.
    (0)

  10. #20
    Player
    Avatar von Rawrz
    Registriert seit
    Jul 2015
    Beiträge
    1.704
    Character
    Sir Rawrz
    World
    Gilgamesh
    Main Class
    Rotmagier Lv 90
    Zitat Zitat von Supersun Beitrag anzeigen
    Give it that sweet Ruinga animation from the XIII series and add a stun effect to it and I'd be a happy Scholar for 4.0 lol.
    We can't have stun because of whm identity. Maybe a random debuff between Paralyze, 20% Slow, 20% Heavy. 100% Chance to get a debuff paralyze would just be the jackpot. For the mp cost, i think no effect is fair.
    (0)
    Geändert von Rawrz (23.10.16 um 15:23 Uhr)

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