


Probably wouldnt prevent them to make savage raids contain nothing but OHKO abuse. New meta shifts from healers healing to playing smn in a 24 man raid, well the smn that isnt dying constantly, i mean.Well, was just told about the 'Shapeshifting' thing being from lolWoW... Doesn't make sense here though. As something posted on these forums, it'll always be discussed.
Edit: Was also told that the shapeshifted forms was just versions of other classes that already existed. So basically was the class that had a class system in itself... Sounds like what we already have.
So are you seriously saying it's a good idea to take away all form of dangers from this game? Just keep overhealing so they never even drop to what their Max hp should be? Just press the same button throughout the entire dungeon, it's ok, no one will even go into their real health bar.


Shapeshifting has existed in the Final Fantasy franchise before. There was a job called Morpher in one of the games. I don't see why it need necessary copy/paste existing classes though.Well, was just told about the 'Shapeshifting' thing being from lolWoW... Doesn't make sense here though. As something posted on these forums, it'll always be discussed.
Edit: Was also told that the shapeshifted forms was just versions of other classes that already existed. So basically was the class that had a class system in itself... Sounds like what we already have.
As ADVSS already pointed out, not like OHKO type moves won't be abused in raids and dungeons anyways. I'd say risk is already pretty much non-existent anyways. Could always balance it by Overhealed HP dropping rapidly out of combat.So are you seriously saying it's a good idea to take away all form of dangers from this game? Just keep overhealing so they never even drop to what their Max hp should be? Just press the same button throughout the entire dungeon, it's ok, no one will even go into their real health bar.
It exists in this game as costumes and debuffs. Morphers didn't transform, merely acted as a variant to Blue Mage. Terra and Vincent are hardly a good way to show off from previous games too. Even with all this, being transformed has already been shown to limit what we can do in this world, so why should it be a Job? Not only that, but sticking to the holy trinity it would only have one transformation, and then we'd get all the "Add this transformation glamour!" posts up in addition to the Smn pet ones.


Can't say I see a problem wanting transformation glamours. And you could easily have multiple forms. If the class is a tank, it can have a DPS form capable of similar outputs as Warrior when outside of its tanking stance. Tank form would be the standard if main tanking. Heck, could even add an off-tank form that slaps debuffs on enemies.It exists in this game as costumes and debuffs. Morphers didn't transform, merely acted as a variant to Blue Mage. Terra and Vincent are hardly a good way to show off from previous games too. Even with all this, being transformed has already been shown to limit what we can do in this world, so why should it be a Job? Not only that, but sticking to the holy trinity it would only have one transformation, and then we'd get all the "Add this transformation glamour!" posts up in addition to the Smn pet ones.
For a tank, partial MP shielding. Reduce damage by a specified percentage, but a major portion of the damage reduced by that skill gets converted to MP damage. This would be offset by having multiple means of restoring MP (likely more than DRK).
For a healer, delayed trigger healing. Basically means a heal that goes off whenever the target's health reaches a specific target percentage (usually anywhere from 35% to 50%).
For ranged DPS, a mobility system that promotes standing still to do damage rather than punish them for having spare mobility. WoW veterans (especially hunters) would know this system as Sniper Training. For those who don't know that, think if instead of an on/off switch for WM/GB, those buffs would slowly stack up when the character stood still, but would immediately drop as soon as they moved.
For melee DPS, either charioteer from Bravely Second or a job that alternates through various weapons with each attack.
For caster DPS, a one-spell caster. One basic single cast, and then a number of oGCD abilities that would tweak the effect of that spell (i.e. dot, AoE, heavy nuke, etc.) so the rotation would look like ability-cast-ability-cast, constantly weaving an oGCD effect into the one spell.


beast master and mage tank pefer blue mage but i won't be anger if it doesn't happy

Remove Celeric stance as an ability and make it a buff that appears instead as you heal but all it does it raise your damage delt. the more you heal the longer it lasts. This way healers can still heal and dps without having to dance around
In general:
- "Simultaneously-castable" or "partial animation" oGCDs
- Repositionable dashes, charges/dives, and repels, allowing the player to determine where around the enemy he lands or at what angle from the enemy he repels through brief control at the start of the animation
- Hitbox resizing (conditional larger hitboxes for tanks, and smaller hitboxes for many others when mid-charge, etc.)
- Interception (attacks which would hit an ally with lesser health through a tank's enlarged conditional hitbox instead hit the tank)
- Variable percentile effects (Effects may now taper or rise over time, and at different rates, e.g. linear, logarithmic, or both, and by any given coefficient)
- Potency-as-percentile (Different debuffs now give a "potency" of effect, which equates to any given actual percentage based on the caster's and the target's or targets' stats. In short, many debuffs may now create an equal or at least more equal effect whether cast on strong or weak enemies, more similar to the effects of damage and therefore allowing the use of such skills in a broader manner rather than against niche or key targets only.)
- Effect fields (Most elemental spells and many abilities leave a lingering non-targetable unit/field effect that affects and can be affected by nearby casts. This is primarily of importance for elemental effects, such as lingering water from Asylum, but may also apply to, say, a Smoke field as created by Shukuchi or Smoke Bomb, which can be expanded by a wind cast within.)
...All I've got time for right now, but ACN, SMN, and CNJ next!
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