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  1. #11
    Player
    Sandpark's Avatar
    Join Date
    Sep 2013
    Posts
    744
    Character
    Kronus Magnus
    World
    Midgardsormr
    Main Class
    Summoner Lv 70
    You type in a few words.

    Then edit the post and write to your hearts content.
    (1)

    Adventure Journey Concept: http://goo.gl/b6SyTh

    Skillchain Concept: http://goo.gl/tts8Cz

    Power Modifier Concept: http://goo.gl/Md3UAB

  2. #12
    Player
    Einherjar19's Avatar
    Join Date
    Jul 2017
    Posts
    5
    Character
    Daisuke Amralsyn
    World
    Phoenix
    Main Class
    Samurai Lv 70
    Thanks

    Scholar

    Since I have no experience in gameplay design or balancing whatsoever, this might be hilariously OP and unbalanced , also not eaxactly 12 buttons, but pet abilities and summon don´t really count

    1. Physick - Single target heal with 400 potency, 2s cast ,2.5s recast, low MP cost

    2. Mend - AoE heal with 200 potency, 2s cast ,2.5 recast, moderate MP cost

    3. Adloquium - Single target shield with 600 shield potency and no heal potency, instant, 2.5 recast, high MP cost roughly 5% of max MP

    4. Succor - AoE shield with 300 shield potency and no heal potency, instant, 2.5 recast. high MP cost roughly 10% of max MP

    5. Aetherflow - grants 2 Aetherflow stacks and restores 15% of max MP, 60s CD

    6. Plague - AoE DoT with an overall potency of 1900 over 30s, 3s cast, 2.5 recast, slightly higher MP cost (roughly the potency of Misma and Bio 2, if my math isn´t completly off)

    7. Resurrection - Resurrects target to a weakend state, 4s cast, 2.5s recast, high MP cost

    8. Broil - Single target spell 230 potency, 2s cast, 2.5 recast, moderate MP cost

    9. Sacred Soil - Party members within area will suffer 20% less damage and next succor costs no MP, duration 15s, 60s CD, costs 1 Aetherflow stack

    10. Leeches - Removes a single detrimental effect from target, 1s cast, 2.5s recast, low MP cost

    11. Indomitability - Restores own HP and the HP of all nearby party members with 400 potency, 30s CD, costs 1 Aetherflow stack

    12. Dissipation - Switches active fairy, 30s CD, costs 1 Aetherflow stack
    not necessarily acquired in this order

    Fairy Abillities

    Eos

    Whispering Dawn - same, costs now 5 Fairy Gauge points

    Selene

    Silent Dusk - Reduces incoming damage for the whole party by 5% and multiplies their current shield potency by 1.5, duration 5s, 90s CD, costs 5 Fairy Gauge points

    Embrace still works the same way as it does now, but can no longer be set to a hotbar and can´t be used manually
    Fairy Gauge now builds up by successfully using shielding spells on yourself or party members, Adlo +1 and Succor +2 with a maximum of 10
    Fairy abilities no longer share a cooldown, but will overwrite each other.

    The main idea behind this design is to make Scholar a tactical migation healer with good mobility due to lower castimes on his heals. The complexity lies in the high MP costs of his shielding spells, forcing the player to decide which attacks to migate and which to heal through, while considerng the matter of filling the Fairy Gauge through shielding. The increase of MP restored by Aetherflow is to compensate for the loss of Lucid Dreaming and the loss of the third Aetherflow ensures that all three Aetherflow abilities can´t be used on 1 CD, resulting in more tactical gameplay.
    (0)
    Last edited by Einherjar19; 08-25-2017 at 06:58 AM.

  3. #13
    Player
    Legion88's Avatar
    Join Date
    Aug 2014
    Location
    Ul'dah
    Posts
    1,527
    Character
    Baradaeg Ryssbhirwyn
    World
    Lich
    Main Class
    Warrior Lv 80
    General Thoughts:
    • Most CDs, if not relevant to mechanics like simple stat+ or substat+, will be purged from most Jobs, because of the 12 button limitation.
    • While Leveling most skills will be gained early on (around lvl 20 or below), so players can get a grasp of what a job can do and how it works. Later on the evolution will mostly go by traits adding potencies or additional effects to the skills.


    Global Changes:
    • Combos will be stacked on one button, advancing in the combo as the skill is used successfully.
    • TP and MP will be replaced by job specific resource bars, if necessary.
    • Weapon Skills will no longer need a resource.
    • The vulnerability for specific types of damage is replaced by a global physical vulnerability.
    • “Sprint” gives you the buff “Sprint” for 20 seconds with a cooldown of 30 seconds. Infight the duration is halved and the cooldown is doubled.
    • For transition of in fight to out of fight the cooldown will be transferred percentual while the duration will be transferred as the current state.
    • Classes will be purged. The jobstone determines the job you are and what weapon(s) you can/have to use. While having a special weapon in mind by creating the job, there may be multiple weapons who are suitable with the jobs skillset.
    • New players are just deciding in which city they start, just with a brief explanation what jobs they will find there and what role the jobs have in group play.
    • The player starts as “Adventurer” without any weapon, jobstone or any class or job decisive equipment. “Adventurer” is the basic description of a person without job and can’t gain any levels and will stay forever at level 1.
    • The unlocking quest will reward the player with the basic weapon or main hand tool for the job. the first jobquest can only be started as “Adventurer” equipped with the basic job weapon. All further job quests can only be accepted as full Job with weapon and jobstone.
    • Every job gets skills he has to choose from a list, mostly different types of CC.


    SMN

    The global changes for SMN including direct control over your summon and a rotation of the summons themself.
    The SMN is a DPS job with high sustained damage with a burst phase at the end of the rotation.

    Difficulty: 3/10
    Core skill-gap Contributor: Selection of the Summons
    Mobility: 9/10
    Support Potential: 4/10
    Pure Damage Potential: 8/10

    SMN Actions

    1. Summon >> Unsummon
      Summon: Summons a Summon. Generates 5 Aetherflow. Changes to Unsummon if a Summon is active. 2,5 seconds cast time. GCD.
      Unsummon: Releases the active Summon. Restores MP depending on the tier of the summon. Instant. GCD.
    2. Semitemper >> Unleash
      Semitemper: Commands your summon to use its signature move and gives you the status “Semitempered”. Only usable while having 5 tempered Aetherflow. 1.5 seconds cast time. GCD.
      Unleash: Commands your Summon to use its signature move. Unsummon your current Summon and sets the active Summon on a Cooldown of 30 seconds, 90 seconds for “High Summon”. Lesser Summons won’t get a cooldown. Only usable while having 5 Aethertrail. 1.5 seconds cast time. GCD.
    3. The Book of Summons
      Toggles through your predetermined Summons to select the one to summon next.
    4. Summon Skill I
      Spamable basic skill of your current summon. Converts 1 Aetherflow into 1 Aethertrail. Can’t be used if it can’t convert. Instant; GCD.
    5. Summon Skill II
      Spamable basic AoE skill of your current summon. Converts 1 Aetherflow into 1 Aethertrail. Can’t be used if it can’t convert. Instant; GCD.
    6. Summon Skill III
      Utility skill of your current summon. Converts 1 Aetherflow into 1 Aethertrail. Can’t be used if it can’t convert. Instant; GCD.
    7. Summon Skill IV
      High damage skill of your current summon. Only usable while under the effect of “Semitempered”. Can’t be used back to back. Converts 1 tempered Aetherflow into 1 Aethertrail. Can’t be used if it can’t convert. Instant; GCD; 5 seconds cooldown.
    8. High Summon >> Unsummon
      High Summon: Summons the summon set on the slot for High Summon in the Summons Skill Menu and gives you the status “Semitempered”. 2,5 seconds cast time; GCD; Changes to Unleash if 5 Aethertrail are gathered with the summon from High Summon. Can only used while having 3 Aethershards and consumes them.
      Unsummon: Releases the active Summon. Restores MP depending on the tier of the summon. Instant. GCD.
    9. Disintegrate
      DoT for 15 seconds. Low Potency. Ability. 15 Seconds cooldown.
    10. Ruin
      Consumes the Disintegrate DoT on the target. Deals damage equal to the remaining DoT potency on the target. Ability. 5 Seconds cooldown.
    11. Corrosion Field
      Places an area of effect on the ground wherein targets are more vulnerable to your summons attacks. Consumes the MP regen ticks basic MP regen. Goes on cooldown when effect gets canceled. Ability. 15 seconds cooldown.
    12. Virus
      Spreads the Disintegrate DoT from the current target to enemies nearby. Ability. 30 seconds cooldown.


    SMN Traits
    Includes only mechanical traits, no potency buff traits.

    1. Assemblage I/II
      While having at least 1 Disintegrate DoT running the SMN regenerates additional 5%/10% of his max MP on every regen tick.
    2. Destabilisation
      Changes Ruin to the following: Consumes the Disintegrate DoT on the target and enemies nearby. Deals damage equal to the remaining DoT potency on the respective targets.
    3. Corrosive Tempering
      While “Semitempered” Corrosive Field makes enemies within its area of effect more vulnerable to all attacks.
    4. Plague
      Virus now adds the ability of self spreading to the spreaded Disintegrate DoT. With a Chance of 10% on every DoT tick the Disintegrate DoT can trigger Virus on itself.
    5. The slow Tempering I
      “Unleash” now grants the state “Unleashed” with the following effect: The next summoned Summon will apply a party wide buff on summoning. Duration 30 seconds.
    6. The slow Tempering II
      As long as a summon is summoned and the SMN is under the effect of “Semitempered” the party buff is strengthened.
    7. The divided Focus
      Every summoning and summoning of a Summon drops your enmity by a quarter each.
    8. Semitemper
      Summon Skills now converts 1 Aetherflow into 1 tempered Aetherflow, while under the effect of “Semitempered” it converts 1 tempered Aetherflow into 1 Aethertrail.
    9. The High Summon
      Unleash now generates 1 Aethershard.
    10. Fast Decay
      Lowers the cooldown from Disintegrate to 10 seconds.
    11. Faster Decay
      Lowers the cooldown from Disintegrate to 5 seconds.
      Lowers the cooldown from Ruin to 2.5 seconds.
      Ruin now reapplies the Disintegrate DoT.
      Lowers the Cooldown of Corrosion Field to 10 seconds.
    12. Instant Decay
      Lowers the cooldown from Disintegrate to 2.5 seconds.
      Lowers the cooldown from Corrosion Field to 5 seconds.
      Disintegrate DoT has a Chance of 10% on every DoT tick to spread to nearby enemies.
    13. Summoner Unleashed
      Unleashed now grants the ability to shorten the cast time from Summon to instant.

    Summons Skill Menu

    In the Skill Menu SMNs have the job specific pick list on which they pick their available summons.
    1. Summon
      In this lists you can pick 3/4/5 of the Lesser or Normal Summons to be included in your Book of Summons.
      Lesser Summon is only Carbuncle, maybe Anima too.
      Normal Summons: Ifrit, Garuda, Titan, Leviathan, Ramuh, Shiva, Ravana, Bismarck, Susano-o, Lakshmi.
    2. High Summon
      This list includes a variety of more powerful summons: Bahamut, Sephiroth, Sophia, Zurvan.
    3. Lesser VS Normal Summon
      Lesser Summons are a little less powerful than Summons, not by potency but in mechanics. Lesser Summons are not affected by the “Semitemper” an “The High Summon” traits.

    SMN specific stats

    1. Semitemper
      The SMN enters a semitempered state. While in this state the attack power of the Summon is raised by 30%. Will be consumed by “Unleash”
    2. Unleashed
      After using “Unleash” the next summoned Summon will apply a party wide buff on summoning, also the next Summon is instant. Duration 30 seconds.
    3. Influenced by
      Party wide buff while a Summon is summoned after “Unleash”. The buff effect is dependent on the Summon. Holds as long as the Summon is summoned.
    4. Affected by
      Party wide buff after using “Semitemper”, it replaces “Influenced by “. The buff effect is dependent on the Summon. Holds as long as the Summon is summoned.

    Unlocking of Summons and High Summons

    From the begin you only have Carbuncle, no other Summon is obtained via the story straight forward job story. All additional Summons can be obtained via a job sidequest, offered after you have beaten the story version of the primal via the main story or the warring triad side story, also Anima may be available after completing the SMNs Anima Relic Weapon. At some point in the job quest you have to have at least 3 normal summons.


    The SMN at 50 and 60

    Level 50:
    Most of SMNs skill set is available.
    “Semitemper” and “High Summon” and all associated traits, abilities and skills are not available at this level cap. Lesser Summons and Normal Summons are comparable in effectiveness.


    Level 60:
    “Semitemper” and all associated traits, abilities and skills are now available.
    “High Summon” is not available at this level cap. Normal Summons now excel Lesser Summons in effectiveness.


    SMN Level 3 Limit Break

    The SMN summons all of his collected Summons and invokes a combined attack.
    The more Summons the SMN has collected the more epic the LB will look, no changes in power.
    (0)
    Last edited by Legion88; 08-26-2017 at 12:25 AM. Reason: Finishing

  4. #14
    Player
    Elamys's Avatar
    Join Date
    Jul 2015
    Location
    Gridania
    Posts
    1,566
    Character
    Song Sparrow
    World
    Balmung
    Main Class
    Goldsmith Lv 90
    idk i tried

    Astrologian

    Design Thoughts
    Astrologian should have a greater focus on the card system, to differentiate it more from WHM/SCH. There should also be a greater focus on time-based mechanics, emphasizing the class's design around fate. Some healing mechanics will be rather RNG-based, but astrologian should still be able to handle healing while providing robust utility, making it a solid support class but less of a traditional healer. Astrologian will also only have a basic gauge to display their cards, as they do now.

    Spells

    1.) Benefic: Unchanged. (Basic single target heal.)

    2.) Helios: Unchanged. (Basic AoE heal.)

    3.) Draw: Draw an arcanum from your divining deck. X second cooldown.
    While under the effect of Nocturnal Shift, each arcanum played will have an additional effect.
    While under the effect of Diurnal Shift, Draw's cooldown is reduced.
    • The Bole: Reduces damage taken.
    • The Balance: Increases damage done.
    • The Arrow: Decreases cast times, recast times, auto-attack delay, etc.
    • The Spear: Increases crit chance.
    • The Ewer: Restores MP.
    • The Spire: Restores TP.

    4.) Shuffle: Unchanged. (Draw a new card.)

    5.) Spread: Unchanged. (Though you can now have two cards in your Spread -
    regular Draw card, and exalted Arcana).

    6.) Exalt Arcana: Your currently drawn arcanum is changed to a healing spell for X potency, with an additional effect based on the original card. This card is automatically added to your Spread. Execute again to use your exalted card. X second cooldown.
    • The Bole: Adds a shield.
    • The Balance: Increased potency.
    • The Arrow: Adds a heal over time effect.
    • The Spear: Adds a buff increasing healing receiving by X% for X seconds.
    • The Ewer: Becomes an AoE heal centered around the target.
    • The Spire: Heals both the caster and the target.

    7.) Wheel of Fortune: Applies a buff on all nearby party members, increasing their healing received by X% for X seconds and removing 1 detrimental effect. X second cooldown, X range.

    8.) Hand of Fate: Shields the target for X seconds. X potency, X second cooldown. Effect can be stacked with Galvanize.

    9.) Retrogradation: Applies Slow and Heavy to the target, and removes up to 2 beneficial effects. (Slow/Heavy effect can be applied to boss monsters.)

    10.) Nocturnal Shift: Tips aspect nocturnally, increasing the potency of healing and damaging spells cast, and adding an additional effect to played arcanum. Cannot be used with Diurnal Shift. X second cooldown.
    • The Bole and The Balance: Increases buff potency.
    • The Arrow and The Spear: Increases buff duration.
    • The Ewer and The Spire: Becomes an AoE.

    11.) Diurnal Shift: Tips aspect diurnally, reducing cast and recast times, as well as increasing Spell Speed, by X percent for X seconds. Also reduces the recast time of Draw by X seconds. Cannot be used with Nocturnal Shift. X second cooldown.

    12.) Malefic: Unchanged. (Basic damage nuke.)


    Traits

    Expanded Malefic: Malefic will damage up to 3 targets near the original.

    Changed Fate: If Hand of Fate's shield is not consumed, it will heal the target for X amount upon expiration.

    Celestial Illumination: Targets healed with Benefic have an X% chance to gain a buff reducing their damage taken by X% (small amount) for X seconds. (HP must be restored to have a chance to gain the buff.)

    Lucky Star: When you restore HP with either Benefic or Helios, you have an X% chance to restore X% of your MP.


    Play Thoughts
    With these changes, Astrologian is not an especially good emergency healer. However, their ability to do sustained healing is stronger. Like current Astrologian, they must plan for the future when using their cards and healing. Ideally, you would draw one card for a buff and one card for a heal, alternating between using them. Nocturnal Shift would be better for meeting times with high healing checks, while Diurnal Shift could be used more to help the party's damage. However, both still buff healing and party damage in a way. This is in all honesty probably a design direction that would need more spells to work perfectly but I am not sure.
    (1)
    Last edited by Elamys; 08-27-2017 at 01:16 AM.

    cerise leclaire
    (bad omnicrafter & terrible astrologian)

  5. #15
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,849
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    BLACK MAGE

    BACKGROUND CHANGES:
    Crowd control has been completely reworked.
    Crowd control now works via several granularly manipulable spectrums, such as Snare (affecting movement speed and potential for Knockback, Launch, or Topple), Mass (affecting movement speed and attack rate, but without change to throughput), Maim (Stun, downgrading to Pacify/Silence), and Temporal Speed (affecting all things related to rate). Certain types of application of Snare or Mass may be destroyed by later damage dealt to the affected target. Many of these spectrums overlap somewhat in their effects and some in their manipulables. All debuffs simply supply potency in either direction to any of these spectrums. A Full Thrust may launch a target into the air, and that potential will scale with enemy Weight. Weight may be decreased in combination with Snare and Mass, or may be affected directly with spells like Freedom or Gravity.
    Periodic damage has been revised.
    Periodic damage now ticks very frequently if no further condition is appended -- such as ticking upon target's action or attempt to act, seemingly as if at a continuous rate. All current mechanics triggered from periodic damage ticks or critical strike ticks have been in some way reworked.
    Casting has been wholly revised.
    Casts now occur by channeling or charging a particular type of mana and through the targeting system associated, where further spell identity can be determined by release time or modifiers prior to the cast or specials after the cast. In most cases these distinctions are subtle, simply changing over a spectrum between two priorities, such as speed and burst or maintenance of some effect and capitalization thereupon. Most spells can charge without a target. Mana is drained continuously over the charge, though not necessarily at a linear rate. Most, but not all, spent mana is refunded if the cast is cancelled or interrupted. Casts can linger beyond their maximum cast time, preparing for a target to appear, but will continue to consume mana over the charging process. This excess amount may or may not be mitigated in its cost over continuous drain and may refund a smaller portion of the mana spent. Unless a cast is held, rather than queued, it will release at the next determining stage. It need not be precisely timed except within the half-second at finest by which spell stages are determined. (Again, in most cases, these "stages" will still follow an identical spell curve, but simply suit different priorities better at certain % progress rates than others; the break points for these stages are simply the breakpoints in lurch -- where rate of rate of change is highest.)
    Elements have been completely reworked around three larger factors: Mass, Heat, Saturation, and Charge.
    Each element now has inherently distinct effects and embedded mechanics, while their casters are able to further interact with them through Affinity mechanics. Fire, for instance, has the Ignite mechanic, which affects spell targets, while the Black Mage itself interacts with the element via Ignition, generated for the Black Mage upon cast regardless of target. The combination of the two includes, roughly, the effects of the Firestarter trait. The only factor in Fire is Heat, though Heat may cause varying effects over varying enemies, from melting armor to terrifying, to simply continuous damage. Heat disperses more quickly as the difference between the target's Heat and that of his surroundings increases (essentially, as target Heat increases). In this way, quick supportive casts become more and more necessary as the burn rate peaks into its soft cap. When in burn phase, Black Mages may therefore care more about Attack Speed than raw damage, as Fire's potential is already devastating, but usually underutilized due to its dispersion. Ice magic adds Mass and decreases Heat while active, heavying and slowing the target while making it more vulnerable to physical attacks, up to an amount based on added mass at a percentile based on negative Heat. When added to a target of greater equal or greater heat as its negative impact, it instead generates steam, obscuring target vision and adding Saturating to the target and enemies nearby. Lightning deals increased damage based on Saturation, and polarizes targets by applying Charge. Charge is capable of jolting the target, interrupting or suppressing certain actions over its very brief occurrences, and allows for effects which would attract or repel other enemies affected with Charge. The Black Mage Affinity mechanic for Lightning is simply know as Charged.

    Astral Fire and Umbral Ice have become granular mechanics known as Astral Flow and Umbral Flow, and are still generated from their previous respective elements and still have respective effect caps, though their stacking system has been replaced. Instead, Flow is maintained between forms, decaying over time at exponentially increasing rates. When in Enochian, your casts beyond the base stage then draw from your Astral or Umbral Flow generated in order to add potency to the cast; as such only your quicker casts provide Astral or Umbral Flow, as per the current cast system.
    _______________________________________________________________________________________________________________________________________

    CLASS CHANGES:
    Black Mage now has only 4 spells: Fire, Ice, Lightning, and Void. Void here refers to first to spells void of elemental aspect such as Scathe and its new specials, but later to within-element alternate magics such as Flare, Freeze, and Clash, all of which are now locked behind an earlier granted and heavily modified Enochian.

    In addition, it has 6 abilities: Transpose, Sharp, Mantle, Manipulation, Enochian, and Ley Lines. These now consume resource and have "rushable" cooldowns (see above). Resource to be determined. Transpose works mostly as before, but is more costly and more powerful, and is primarily a tool meant for craftier rotations rather than a safety measure. Sharp works alike to a combination of Swiftcast and Sharpcast, and carries multiple charges. Mantle covers the effect of Manaward and also carries certain additional uses. Manipulation likewise covers Aetherial Manipulation and a couple more uses. Enochian has been highly revised and is now your culminating offensive CD, toggleable, and combinable via Transpose (allowing it to swap between enhanced elements) and Mantle (allowing it to reach secondary states, Niffin, Revenant, and Belker for Fire, Ice, and Lightning respectively). Ley Lines is your other primary offensive CD, and simply doubles as Between the Lines while active.

    Finally, the Black Mage has access to 2 modifiers: Chain (allowing for Phoenix Fire, Neffer Bolt, Prismatic Shock, and similar new skills), and Dispersion (creating Fire II, Blizzard II, and Thunder II, along with new Shatter effects).
    NOTABLE CHANGES:
    Little has changed as to the basics of the Black Mage's rotations. As Astral and Umbral still effectively exist, though retuned, one still primarily moves between Fire and Ice burn and restoration phases while supporting via Lightning. Or at least, that's one such option. However, one can now also center their rotations instead around Ice or Lightning, using the Shatter and/or Thundercloud mechanics for their culminating damage. And perhaps more noticeably still, Black Mage is now rife with utility, capable of displacing, slowing, sapping, repelling, attracting, and generally disorganizing and shattering enemies. Enochian has also been noticeably reworked, and by level 70 allows the Black Mage to effectively turn even into a life-stealing Ice Revenant, an ever-burning Niffin, or a phase-swapping Belkar, creating whole new gameplay styles for macrorotations centered about Ice, Fire, and Lightning, respectively, though each technically a hybrid of all three. Optimal play for the Black Mage generally falls Fire-heavy, as before, but now frees up the Black Mage through the Ignition, Shatter, and Charged mechanics to use all elements, even those previously primary, supportively and with immense synergy. Swiftcasting now comes at cost, but is more flexible, and the increased viability of clipped burn/restoration phases atop the revised Thundercloud mechanic has left Black Mage significantly more mobile that previously, and far, far more capable of creative play.
    (0)
    Last edited by Shurrikhan; 01-27-2018 at 03:54 PM.

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