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  1. #1
    Player
    Zarkovitch's Avatar
    Join Date
    Nov 2014
    Posts
    671
    Character
    Sid Zarkovitch
    World
    Siren
    Main Class
    Gladiator Lv 100

    Try to predict Nerf/Buff/QoL of 4.2 DPS Edition

    Hey are you bored like me then you come right place...Come have some fun & predict what devs gonna do to you re fav jobs even it Buff or Nerf or QoL it always fun to see if you can somewhat get it or not.

    here goes my prediction

    Nerf: SMN DMG how strong they are & fflogs shows they are number one on statistics all hard fights more likely the 2 dots gonna get reverted to 50 pot to 40 pot or much more.

    Buff: BLM DMG they arent sam of caster & no one wants them on ultimate so for sure buff incoming. RDM DMG might get some abit potencies on there moves cuz they are bottom barrel.

    QoL: Invigorate will have lucide dream effects to cut half eminity. MNK Kit changes to make it fun again.There chance... it going make them OP.
    (0)

  2. #2
    Player
    Silver-Strider's Avatar
    Join Date
    Mar 2015
    Location
    Gridania
    Posts
    1,753
    Character
    Silver Strider
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Buff: BLM - Fire and Blizzard IV potency restored to HW values
    Nerf: NIN - Trick Attack reduced to 5% increased damage on target but positional requirement removed.
    QoL: MNK - Riddle of Earth CD reduced to 30 seconds
    (2)

  3. #3
    Player
    zuzu-bq's Avatar
    Join Date
    May 2015
    Posts
    901
    Character
    Zuzu Belloq
    World
    Behemoth
    Main Class
    Black Mage Lv 100
    MCH gets a buff on something.
    (0)

  4. #4
    Player
    wereotter's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    2,105
    Character
    Antony Gabbiani
    World
    Faerie
    Main Class
    Viper Lv 100
    Monk continues to get ignored because "its damage is fine"
    (25)

  5. #5
    Player
    BucklesTrespen's Avatar
    Join Date
    Dec 2016
    Posts
    176
    Character
    Bucky Trespen
    World
    Jenova
    Main Class
    Pugilist Lv 100
    I read the Monk patch notes already. They are:

    Riddle of Earth cooldown increased to 90 seconds (up from 60)
    Reason: To continue delivering a fun and engaging melee battle system in which using an ability rewards players when used correctly, we have increased the cooldown on Riddle of Earth because we believe that if you wait for something for longer - the anticipation builds - meaning you will feel a greater sense of enjoyment when using it.

    Earth Tackle now knocks mobs back an additional 11 yalms.

    Wind Tackle now only has 1 charge (down from 2)

    Fire Tackle potency is now 22 (down from 30)

    Tornado Kick potency increased to 650 (up from 330) but now requires 4 stacks of Greased Lighting.
    (13)

  6. #6
    Player
    popotaro's Avatar
    Join Date
    Sep 2013
    Location
    The Fantastic Gramarye Circus
    Posts
    171
    Character
    Momotaro Popotaro
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 90
    SMN gets more buffs.
    (0)
    ʕ •́؈•̀ ₎ *WIZARD EXTRAORDINAIRE*

    . ∧_∧
    ( 。・ω・。 )つ━☆・*。
    ⊂   ノ    ・゜+.
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          (¸.·'* ☆

  7. #7
    Player
    Tracewood's Avatar
    Join Date
    Nov 2013
    Location
    Bast-- Ul'Dah.
    Posts
    556
    Character
    Eugene Tracewood
    World
    Midgardsormr
    Main Class
    Monk Lv 92
    Quote Originally Posted by Silver-Strider View Post
    Buff: BLM - Fire and Blizzard IV potency restored to HW values
    Nerf: NIN - Trick Attack reduced to 5% increased damage on target but positional requirement removed.
    QoL: MNK - Riddle of Earth CD reduced to 30 seconds
    I bet that NIN one is going to happen, because I plan on maining NIN for raiding since I can't see them fixing MNK. Whenever I pick a job and enjoy it, it gets nerfed or tweaked to the point where I don't want to play it anymore.


    Okay, let me try:
    DRK - More mitigation tools, magic defense debuff added to an existing weaponskill
    MNK - Return of Touch of death but not a dot but some kind of target debuff, might be our "Trick Attack" OR Riddle of Fire speed penalty reduced or gone
    MCH - A trait where we can replenish ammo after a critical hit (RNG chance obv)
    (0)

  8. #8
    Player
    Idolon's Avatar
    Join Date
    Sep 2015
    Posts
    59
    Character
    Rinh Maimhov
    World
    Faerie
    Main Class
    Dancer Lv 100
    QoL for MCH: nothing.

    No changes to make Flamethrower more consistent or responsive, no changes to fix Flamethrower's tendency to waste overheat during AOE, nothing to make Cooldown more useful, nothing to make Wildfire + overheat less ping-dependent, and certainly not anything to fix that awkward moment when you realize you can't fit another Cooldown into overheat and hit Split Shot instead, but it cancels the attack because it tried to do a heated shot and you don't have heat anymore.
    (1)

  9. #9
    Player
    Llugen's Avatar
    Join Date
    Feb 2014
    Location
    Ul'dah
    Posts
    696
    Character
    Zera Vyre
    World
    Midgardsormr
    Main Class
    Black Mage Lv 90
    We can only hope there will be a pretty massive balance overhaul. What I would like to see:

    BLM: Significant buffs, refer to the half dozen threads including the 90 page megathread for my thoughts on this
    SMN: Should stay the same, to be honest. It's the only caster that is even CLOSE to breaking the physical meta. I might "consolidate" the effects of Radiant Shield and Contagion to be both physical and magic damage +3% plus the shield hit. Remove Wyrmwave from Addle, possibly add 50 initial potency to Tri-Disaster on account of Miasma III. To reiterate, I really don't think any caster should be nerfed with the state of the meta.
    RDM: Increased effect from Embolden maybe to 20% diminishing or static 10%, please also include both physical and magical damage, possibly some small potency buffs depending on what is given to BLM
    BRD: no need to change, maybe give its own piercing on straight shot
    MCH: probably no need to change, I MIGHT suggest lowering its Wildfire burst and increasing its filler damage just so that it's a LITTLE less punishing, but it's probably fine. Maybe give its own Nature's Minne equivalent since BRD really still wins in the support department, or increasing crit rate of anyone within range of the turret like BRD with the songs, maybe give its own piercing on hotshot and make it 30 seconds again.
    DRK: Please give back Scourge and make it increase gauge, maybe small potency increase on Carve and Spit, possibly on some others too. Oh, and make the gauge look good like the other two tank gauges, it looks so weird.
    DRG: Remove piercing down from Disembowel and instead give +5% damage a la Twin Snakes (note that this means BRD/MCH would be buffing DRG with piercing now if they get it)
    NIN: 5% Trick Attack please, also shorten Shadewalker
    MNK: Make Brotherhood work for magical damage as well, remove blunt down and increase all potencies accordingly, or make Dragon Kick another buff to maintain like Twin Snakes and Greased, possibly even more potency adjustments, aforementioned quality of life
    SCH: reduce the initial potency of Miasma II, make the DoT longer (for the same total potency as the current Miasma II) and add a real AoE filler skill (Splash). I might also recommend allowing SCH to have access to Bio/Miasma III and reducing the potency on Broil II. And for the love of all that is good and holy PLEASE FIX SELENE not to have a useless silence and a worse-than-spread-arrow buff.
    WAR: probably fine
    PLD: probably fine, but to be honest maybe a little lower pot on holy spirit even still. DRK really should be stronger single target than PLD considering all the support that PLD brings, so either lower PLD single target damage by a small margin or increase DRK's a little more (see above).
    SAM: possible potency increases, consider adding aoe damage up skill (read the dialogue about how "pure power" DPS does not fare well in this game and some utility should be on every job), possibly every job in range of the SAM gives the SAM increased damage

    Other adjustments:
    Invigorate also dumps enmity in addition to its current effect
    Diversion also dumps enmity in addition to its current effect
    For the love of god, implement a "preset" system so that ACN respawns with 3 aetherflow stacks and so that AST can have a set of cards saved as "default" ready at respawn and preset oaths and gauss barrel etc etc
    In case I missed anything, EVERY SINGLE SKILL that says "increases physical damage" should also include magical damage. Come on now. Also, find another creative way to discourage BRD+MCH comps with no caster, please.
    Prune/tweak some of the role pool. Erase? Doesn't even work on several DoTs that HAVE THE WHITE BAR meaning they can be "esuna'd" Crutch? Don't make me laugh. "Hey can I get a Crutch please?" -said no one in any party ever.
    Increase the amount of enmity reduction from diversion, or maybe take Diversion off the melee role completely and instead give them their own "Shirk" that ONLY gives their enmity to the target that currently has enmity.
    Possibly increase surecast and arm's length to 8 seconds, give an equivalent of this to DRK
    I might suggest streamlining tank stances a little bit better. Make Grit/Shield/Sword off-GCDs that cost no MP like Defiance/Deliverance, possibly consider toying with the amount of damage output reduction to encourage players to stay in tank stance more for less penalty.
    (2)
    Last edited by Llugen; 12-02-2017 at 12:14 PM.

  10. #10
    Player
    echo78's Avatar
    Join Date
    Aug 2016
    Posts
    68
    Character
    Echo Skyla
    World
    Siren
    Main Class
    Warrior Lv 100
    Quote Originally Posted by wereotter View Post
    Monk continues to get ignored because "its damage is fine"
    Its really annoying when people say this about monk. Monk is worse then drg, not even close to nin and only better then sam in one specific comp (nin/drg/brd/sch, you need to run 3 melee and all physical because drg/nin are so much better then mnk that mnk can't replace them) and so many people still try to argue that mnk's "damage is fine".

    I'll be shocked if the devs actually make a meaningful attempt to improve anything related to mnk in 4.2. Even something simple like making forms last 12 seconds instead of 10 so coeurl form won't drop before GL3. Which wasn't a thing in HW because GL only lasted 4 seconds longer then a form instead 6 seconds like it is now.

    Like, anyone on the dev team playing mnk for a few minutes should notice this. Come on...
    (5)
    Last edited by echo78; 12-02-2017 at 02:45 PM.

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