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  1. #1
    Player
    Kaiserdrache's Avatar
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    Character
    Merridyll Cailleach
    World
    Shiva
    Main Class
    Bard Lv 80

    Class Redesign - Whitemage (Cleric how I'd call them)

    Based on certain proposals Ive already made, Shadowbringers being on the way, I want to write down here a vision of mine, how I think this Class should look and work like in Shadowbringers with Level 80 later.

    Class Mechanic
    White Lilies
    The White Lily Mechanic begins with Level 30, once a Conjurer (in German Druid), turns into a Whitemage ("Cleric")
    A Lily is joined under my redesign not anymore only just by using Cure Skills, but also by casting other supportive Skills.

    The Effect of a Lily, which is until Level 70 a max of 3 is a Reduction of Skill Recharge Times of the Whitemage. At Level 80 it will be then maximum 5.
    But Lilies won't reduce anymore only Cast Times of Whitemage Skills by a percentage, but it iwll increasse also the maximum Duration now of supportive effects by the same percentage at Level 80. The Effect % Mechanism is as followed:

    1 Lily = Skill Recharge Time Reduction = 5%
    2 Lilies = Reduction 10 %
    3 Lilies = Reduction 15%
    4 Lilies = Reduction 25% and 10% longer lasting positive Support Effects
    5 Lilies = Reduction 35% and 20% longer lasting positive Support Effects

    Additionally can Lilies still be consumed to perform Skills like Divine Benison, at Level 80 will come another new skill to this option aside of DB, which requires 5 Lilies complete


    So much about the basic Gameplay, Next Posting is about Traits and how I want to see Traits getting in general reworked as example on the Whitemage
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  2. #2
    Player
    Kaiserdrache's Avatar
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    Aug 2018
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    Character
    Merridyll Cailleach
    World
    Shiva
    Main Class
    Bard Lv 80
    Traits

    Basics:
    Traits shouldn't be anymore just a few things, which increase a single Stat, like in this case Enhanced Mind or just are there only to upgrade Skilsl to more powerful versions.
    I mean, does it need extra for THAT a trait? god no, absolutely not, the skills can also get upgraded automatically in different ways, not needed to have extra a Trait for just this.
    For example - Skill Upgrades should be done by Skill Levels. Each Skill in FF14 should have Skill Levels from 1 to 4 and when you reach them, the Skill can get upgraded, without that there needs to be extra a Trait for that. Thats freed up Trait Space used better for something MORE meaningful!

    Current amount of Traits for Classes is 12, the amount I propose should all Classes have is 36 Traits, as if All Classes now would have basically 12 like the WHitemage, getting them trippled. Currently trasits are automatically learned by simply reaching certain Levels.
    Under my concept would be the 36 Traits each Class should have, learned by fulfilling one of 36 class specific Trait Quests.
    To unlock the access to the Trait Quests, the player would have to have done first successfully specific story related quests or specific side quests of the class, or in certain cased even eventually certain normal quests, or complete the quest line of one of the primal folks like the Ananta, or the Sylph.
    Trait Quests are given out my Mentor NPCs, which will teach you the Traits, if you do successfully, what they want from you, to prove that you are worthy as their pupil.

    From those 36 Traits you can learn, can be used at any given time maximum only 12, so you have to chose, which of them you want to use for your build to individualize your character that way and customize it to your personal playstyle.
    (0)
    Last edited by Kaiserdrache; 12-21-2018 at 11:49 AM.

  3. #3
    Player
    Kaiserdrache's Avatar
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    Character
    Merridyll Cailleach
    World
    Shiva
    Main Class
    Bard Lv 80
    Trait List Proposal for the Whitemage (Cleric)

    1) Luminous Strikes - Enables it your Class to wield Maces, when you activate this trait, gettign accces to Mace Weapon Skills
    2) Sage's Guidance - Enables it your Class to wield Staves, when you activate this trait, getting access to Staff Skills (Starter Trait as Conjurer)
    3) Protective Spirit - Enables it your Class to wield Wands & Shields, when you activate this trait, getting access to Wand & Shield Skills (Starter Trait as Conjurer)
    4) Maim & Mend - Increases Base Action Damage and Health Restoration by +30%
    5) Freecure - Grants a 20% Chance that casting a Vita, the next casted Vitra will cost no MP
    6) Master of Air - Reduces received Wind Damage by 20% and increases dealt Wind Damage by 20%
    7) Master of Earth - Reduces received Earth Damage by 20% and increases dealt Earth Damage by 20%
    8) Master of Water - Reduces received Water Damage by 20% and increases dealth Water Damage by 20%
    9) Enhanced Mind - Increases based on your Level your Intelligence and Wisdom by up to maximum 20% at Level 80 (1% every 4 Level) (requires Stat System Rework)
    10) Stoneskin - If you get defeated, gain Stoneskin after getting revived from the ground for 5 Seconds. Within that time do you receive no Damage, unless the Skill/Spell is Wind based.
    11) Secret of the Lily Consuming Lilies heals now nearby Party Members and removes Conditions from them.
    12) Stone Mastery - When you cast an earth based Spell, chances are 15%, that the Spell will cause Petrification, is the Enemy immune to this, then definetely Slow
    13) Air Mastery - When you cast an air based Spell, chances are 15%, that the Spell will cause a stunning Lightningbolt to strike the target, is the target immune to stus, then it will definetely cause Bleedings, resulting in stronger Health Degenerations of your Air Spells
    14) Water Mastery - When you cast a water based Spell, chances are 15%, that you create a soothing mist around you, which heals nearby allies and blinds enemy targets, so that their attacks miss.
    15) Mighty Barrier - Makes Protes 10% more powerful to protect from damage. Allies under Protes will deal with their next Skill thats used after being hit 5% more Damage.
    16) Reflection - Party Members under the Effect of Protes gain the chance of 10%, that casted Magic Spells onto them get the Spell reflected back to its origin hitting it instead.
    17) Fairy Heal - Is a Party Member with Fairy in your near, or is it an Raid Ally, will be your Health Restoration increased by 10% and your Heals restory partially also a bit Mana Points then of the healed Party Member/Raid Ally.
    18) Fairy Circle - Is a Fairy in your near, while you are casting a Spell, then you create at your location a Fairy Circle, which boosts Casting Speed and Spell Power by 10% while standing inside.
    19) Lifesaver - Ressurrect Targets with 20% more Health. If you ressurrect successfully, without using Swiftcast, Targets will get ressurrected with max Health and lose the Death Malus.
    20) Divine Light - Adds Light Element to your Auto Attack. changing it to be then a shining ray of light, that hits all foes in line of sight. Becomes more powerful, so more White Lilies you have with also increased range and size, making it harder to avoid being hit.
    21) Philosopher's Stone - Reduces MP Cost of Earth Spells by 10% and grants you an encircling Earth Shield temporarely, blocking incoming attacks with earth based reflected damage back to the target every 10 seconds once.
    22) Nymph's Tear - Reduces MP Cost of Water Spells by 10% and grants you an encircling Water Saber, which automatically attacks nearby foes every 5 seconds
    23) Phoenix Down - Reduces MP Cost of Ressurrection by 10% and summons on ressurrection of a defeated party member a Rising Phoenix, which will attack a nearby target, if there is one. The dealt damage it causes, will partitially heal you in return. The Pillar of Fire the Phoenix causes when it crashes into the target, will deal damage over time, as lonmg the enemy stands in that fire pillar, thus the Whitemage gets constantly healed, as long the enemy receives damage from the attack of the Phoenix.
    24) Typhoon's Nosehair - Reduces MP Cost of Air Spells by 10% and grants you and encircling Wind Scythe, which slices and cleaves through nearby targets, causing heavy Health Degenerations instead of direct damage to them over some time.
    25) Grandmaster of Healing Arts On consuming 5 White Lilies, activates this trait your Mantra of Life, a seal within your body that helps to prolong the lifeforce of everybody around you, granting you and your allies nearby a temporal constant Health Regeneration of 1HP per half second, so that any received damage will be directly healed up against. Workst the same way how Regeneration worked in FF7, where its a constantly ongoing flow of Health Regenreration.
    26) Apothecary - Increases the Potency and Duration of used Potions from you and your Party Members by 50%. Stacks with the same Trait of other allied Whitemages up to +150% increased Potion Durations and Potency of their Effects.
    27) Magical Traveler - Regenerate MP while moving more quickly by +20%
    28) Divine Judgment - Consuming a White Lily causes you now to create a holy explosive shockwave of light at your location, which deals damage to all foes in its circular range radius. So more Liilies got consumed, so more powerful is the Divine Judgment. At 5 Lilies will the shockwave cause Burning as a damage dealing doT and knocks foes back, if it are small enemies. Has a 10% chance to instant kill small enemies if below 50% Health.
    29) Shining Resonance - Whenever you cast a Cure Spell of any Skill Level, you create at your position an Orb of Light. Players who interact with it, will get Conditions like Poison, Slow, Heavy and Vulnerability removed. The Orbs of Light will explode after some time, if an enemy is near them, causing damage to near foes then when they do explode as a resonance to the enemy being too close for too long time to them.
    30) Sky Tears - Curing a a single Party member, lets a Ray of Light, like a Spear fall down from the sky into your target enemy, which will ignore the target's defense by 25% and pins it down for some time to the position, unable to let it move.
    31) Ethereal Aura - Consuming a White Lily, recovers some of your MP and grants you temporarely an Ethereal Aura, which wil lreduce the MP Costs of Skills & Spells of Party Members in your near by 15% for some time.
    32) Blinding Radiance Increases the efficiency of your Blind Spell, letting it more successfully evade your target from enemy attacks.
    33) Life Bond Bonds your Health to your MP Pool and whenever you lose more then 10% Health of your Maximum, you'll lose 10% MP instead and the received Damage is halved.
    34) Master of the Lily Reduces MP Costs of your Spells by 10% and Spells like Shell, Haste, or Refleca grant now a White Lily with this trait active
    35) White Wind Decreases the Regena Delay, while being under the Effect of Haste and increases the Effect of Haste by 5%
    36) Reflector Reduces the Malus Effect from Refleca from Minus 50% on Heal Effects to only Minus 33% and increase of Refleca's duration by 5s
    (0)
    Last edited by Kaiserdrache; 12-25-2018 at 05:01 AM.

  4. #4
    Player
    Kaiserdrache's Avatar
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    Aug 2018
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    305
    Character
    Merridyll Cailleach
    World
    Shiva
    Main Class
    Bard Lv 80
    Now to the Skills.

    A Whitemage in my vision should look more like this, and should be more, than just only a plain and boring heal spammer. Yes, it should be their focus in the end as role, but theres so much more to a Healing Class, than just only heal, making the gameplay of the FF14 look and play alot more fun and interesting, what is my goal of these kind of redesign proposals - add more fun, depth, interesting skills and integrity to the mechanics of the classes to make the playing experiences for each class, especialy that share roles, more unique:

    Level 1 - Stone - Deal Earth Damage to a Target with 140 Potency
    Level 2 - Vita - (Cure) Heals a Target's Health by 20% of its Maximum Health. Gives later a Whitemage 1 Lily per usage
    Level 3 - Aero Deals Wind Damage initially and from then on over time for 15 seconds. The Initial Damage has 100 Potency, every DoT then 50 per trigger
    Level 10 - Medica - Heals Target and all nearby Allies for 15% of their Max Health and can remove Poison, Blindness and Silence of them now.
    Level 12 - Life - Ressurects a fallen Ally with up to 25% of the Character's maximum Health
    Level 15 - Aqua - Deal Water Damage with 120 Potency to all foes in line of sight and push them away from you a bit. Works only with enemys the size of you or smaller
    Level 18 - Stonra - The upgraded version of Stone, deals to a target now damage with 200 potency and the sharp rocks can cause Weakness, letting the target receive for the duration of that 10% increased damage from al sources. Stonra hits now also also nearby Targets to the Main Target, dealing Damage with 140 Potency to them. But only the Main Target will suffer on Weakness.
    Level 22 - Protera - Upgraded Whitemage unique improvement of Protes whith increased Duration, and slightly stronger protection effect. Has a Barrier Effect now, letting all received physical Damage be absorbed by 5%.
    Level 26 - Blind - Replaces Repose. Inflicts a blinding Mist around the Target Ally, which lets enemies that stand in its radius, have a chance to miss with their attacks. So more aggressivity the target holds, so higher is the chance, that the enemies don't hit successfully, making this spell a prime target for tanks to reduce the healload to keep them alive.
    Level 26 - Aquara - A stronger version of Aqua, which damages now with 180 potency, pushes further away and stuns foes for 3 seconds
    Level 26 -Vitra (Cura) Placed from level 30 now to 26 to give the class a bit sooner access to a stronger Heal, which heals to a Target 33% of their Max Health and gives you later a Whitemage 2 Lilies per usage.
    Level 30 - Regena - Put from 35 to 30 to replace Vitra (Cura's spot) Grants healing over time as in 2% Health of the Character per second for 15 seconds
    Level 30 - Aerora put from the way to high spot 46 to here. Deals Wind Damage to the Target and nearby Targets with 150 Potency and from then on 75 Potency per trigger of the following DoT.
    Level 35 - Lifera - Upgrades Life to Lifera, letting it surrect now slightly faster and with 33% of a Characters Maximum Health.
    Level 40 - Vitaga (Curaga) - Heals Main Target for 50% of their Max Healths and nearby Allies for 25%
    Level 40 - Haste - Reduces of a Target its Skill Cast/Delay Time and Auto Attack Delay by 20%. Effect reworked into actually a Spell Skill that makes more sense as a support from a Whitemage
    Level 40 - Sanctus (Holy) - Deals Light/Holy Damage to all enemies in its area of effect. The Main Target suffers Damage of 200 Potency, all others of 75. Undead Targets receive double damage from this spell. Put from 45 to 40. Grants now a While Lily
    Level 45 - Medicra - Upgraded Medica. Heals Target and all nearby Allies of 20. Can additionally cure now also Sleep, Slow, Cripple and Petrify.
    Level 46 - Removed
    Level 50 - Benediction - Lily Ability - Fully restores a Targets Health for the cost of a White Lily
    Level 50 - Reflex Raises a Targets Evasion/Block Rate with Shields, raisings further the Chance to evade enemy attacks or block them
    Level 52 - Asylum - Lily Ability - Creates a Area of Effect Heal, which heals Allies which enter it's AoE to make Allies move for their Heals where you want them to stand...
    Level 52 - Refleca - Grants Allies for a short while a magical shielding aura, which can reflect harming Magic Spell Damage back to the Enemy, for the cost, that it halves all the effectiveness of all positive healing spells on that target. Useful at moments, where gettign hit by magic spells would otherwise kill you. Needs timing.
    Level 54 - Stonga - Third form of Stone. Deals now Damage with 250 Potency and 175 to nearby enemies. Lets now all hit Targets suffer on Weakness so that they reveive for a short while together now 15% more Damage from all sources, while under Weakness.
    Level 56 - Sanctra - A more powerful form of Sanctus, which grants not a While Lily, but costs one. Reworked Assize. Grants now additional Allies after the usage the Effect of "Blink", letting you auto evade the next incoming damage, that would normally stun you to prevent you from getting stunned and you get blinked near to the Whitemage
    Level 58 - Aeroga - Third form of Aero. The first Hit deals Damage of 200 Potency. 100 Potency for the triggering DoT thereafter to the Main target and all nearby Targets.
    Level 60 - Shell - A spell, which significantly boosts the defense against elemental magic spells of allies, lettign the target receive 33% lesser damage from magic spells of any sort. (Protes/Protera get changed to physical damage reduction only then) Replaces the removed Tetragrammaton
    Level 62 - Ethereal Flow - Renamed Thin Air. White Lily Ability to temporarely reduce MP Costs of Spells to 0
    Level 64 - Quake - Final Form of Stone, deals Damage with 300 Potency to all nearby Targets, causes them to suffer on Weakness for temporary 20% increased dmaage of all sources and stuns them now additionally for some time.
    Level 65 - Aquaga - Third form of Aqua, creates a sphere of water, which drowns foes it catches and deals damage over time, as long they drown in it. Targets suffer after Aquaga on Silence and Poison. The initial hit has potency of 270, the dot has a potency of 90.
    Level 66 - Divine Benison - Lily Ability which costs all Lilies, and creates a Barrier Field that absorbs for its duration all incoming damage that is 15% of a Character's Healths
    Level 66 - Hastra - Upgraded Haste Spell, which affects now the whole Group directly
    Level 68 - Tornado - Final form of Aero. First Hit has now a whopping potency of 400, the triggering dot now of 150. Tornado can cause Confusion to hit targets, resulting that confused enemies might attack other nearby enemies as long they are confused, instead of you.
    Level 70 - Plenary Indulgence - Same as it is now
    ----
    With Shadowbringer added:
    Level 72 - Tsunami - Final form of Aqua, creating a big tidal wave Leviathan Style and dealing damage to all foes in line of sight with damage over time, letting them suffer on Silence, Poison and Slow after it. The initial hit has a potency of 350, the dot of the tidal wave has a potency of 150.
    Level 74 - Lifega - Third form of Life - which again is slightly faster now at ressurrecting allies, can ressurect now up to 2 dead allies at the same time and this with 40% of their Health.
    Level 76 - Protega - Third upgraded form of Protes special to the Whitemage, further increasign the defense boost to physical damage of your party and gives you now Damage Absorption of 15%. Nullifies now all Attacks, that deal below 500 Damage.
    Level 78 - Shellra - Upgraded Shell, which further boosts specificly the defense against damaging Magic Spells significaly and absorbs now partwise received Damage to grant it the shell protected Allies as MP gain, if they receive magical damage.
    Level 80 - Sanctga - Upgraded Sanctus with now 500 Potency to all targets it hits in its AoE, Deals double Damage to undead targets. (this includes, just to mention it also zombified allies, which coutn then as targets, so better dont use this spell ,while zombified allies are there , or you'll likely wipe out your own party members for not paying attention ^^ )

    Continues for when we get somewhen to 90 and lastly 100 somewhen with my final last 10 skills a Whitemage under this concept should get, when the time is ready and we get the content for that with at least 2 more expansions after Shadowbringer.
    Under these missing skills would be then Shellga, Hastega, Medicaga (Confusion, Doom, Stun Removal additional) some new Lily Abilities and Sanctum as final form of Sanctus for the level 90 Cap Expansion
    And lastly a few final Lily Abilities and the Spells Vaccin (Zombi Cure), Dispel (Removal of Enemy Buffs) and Shield as a final form upgrade hybrid spell of Protega und Shellga for the Expansion that would give us the final Cap of Level 100 (99).
    Once at 100, the cap should stop to get increased, then we are at FF traditional Max Level and any new content that might come after, should be designed as Endgame Content for Level 100

    Thats how I think the Whitemage should look like in the future for the game's End Content.
    As you can see, I removed all the ugly looking II, III and IV's and replaced them rather with SE's skill name terms that end wirh ra and ga and changed the fourth final tier of the spells to a different name that reflects back better that the skill is now at final tier with names like Tornado, or Quake, that should be all known as well from FF7 for example.
    Added more Water Spells, its weird that the lore of the Whitemage is all about Eath, Wind and Water and then they have only 1 single Water Spell?? that isnt even in regard of integrity named the same way like all element spells in FF after just the element and then upgraded? When even in older FF games exist spells like Aqua, Aquara and Aquaga even ... like FF12 for example.
    Makes it even weirder.
    Removed the completely useless Repose, and replaced it with the classic FF condition Spell Blind to let the Whitemage become effectively alot better in supporting the tank to survive big enemy masses, that get more and more blinded, so more aggressivity the tank can hold.

    Presence of Mind has been turned to Haste, which is the real supportive way of how this effect shoudl work under a Whitemage, whose job it is not only to heal and ressurrect, but also to support and protect indirectly and support is it, which the Class lacks in.
    This is why it should get Haste and its not so, as if this Spell doesn't already exist basically. Enemies use it , so why shouldnt the players as Whitemages not do so too?
    (0)
    Last edited by Kaiserdrache; 12-25-2018 at 04:33 AM.

  5. #5
    Player
    HyperiusUltima's Avatar
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    1,407
    Character
    Eileen White
    World
    Brynhildr
    Main Class
    Conjurer Lv 100
    I'm just going to flat-out say your Traits are a complete mess, and feel reminiscent of WoW's Progression Trees. I don't mean to sound mean, but this would not work in this game, and should not be here. Also, the way you proposed Lilies is the exact same thing as they work now, which honestly is not of use to anyone. Also, Protect just needs to be flat-out removed so we don't have devs balancing around it; there's no benefit to having it around and if you die, it's simply just a penalty to how much damage you're going to be taking when you don't have it and you just got back up...also eats a Healer GCD to reapply.
    (2)

  6. #6
    Player
    Kaiserdrache's Avatar
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    Character
    Merridyll Cailleach
    World
    Shiva
    Main Class
    Bard Lv 80
    Instead of just only saying, what would not work, say rather why something in your opinion doesn't work, thats alot more helpful to say.

    Yes, the way I proposed the Lilies is exactly the same, except having added two effects at the end for progressing to Level 80. I also see see reason to fundamentally change herwe the effect of what Lillies do, they mechanics are clear and simple and work as intended:

    1: They are there to be used as ressource to be able to use some more powerful andl imitated skills which don't your Mana Points as ressource, like other classes have very similar mechanics, like samurais with their 3 dots and their sword energy, Monks with their greased lightning and so on

    2: They have an additional effect of reducing your Cast Times, making you cast your important healing/ressourrection spells faster, than usual, letting the player be rewarded with faster spellcasting, if done with more active Lilies, than when doing the spellcastings with no lilies active, leading to the point, that a good healer should always look for it not to run out on lilies in important situations
    And I wanted to add with Effect 4 & 5 in regard of Character Progression with enhanced lasting positive effect some quality of life to the healer as WHM (Cleric), so that stuff like Protes/Protera/Protega, Shell/Shellra, Haste/Hastra, Regena, Reflex, Refleca, Blind have longer lasting effects, so that they don't need to be recasted so often in the middle of a fight, leading to less MP consuming for those things, having more MP for actually healing and reviving left over.


    I don't see a reason why Protes should be removed, no, in my concept I make it even a WHM special thing as part of their progession, except the simple first form Protes, which stays as Role Skill.
    However, I see that the way of how protes works, needs to get redesigneds, because how it is now, its too powerful, by reducing at the same time received physical and magical damage.
    Thats absolutely not under the design philosophy, how how Protes works in console Final Fantasy Games, where it only reduces physical damage and wherefore exists the Spell SHELL to reduce received magical damage, why I proposed it here to split up that effect into 2 different spells, the classical Protes Line and the classical Shell Line which improve either only physical or magical defense andi n my opinion is the Whitemage (Cleric) the Healer Profession, which specializes into these two defensive Support Skills over time as the Levels go up, to get more powerful forms of these two Spells, therefore Protera/Protega and Shellra/ and later on Shellga, where those skilsl gain then the ability to protect better from hrm and change from single ally skills to party wide buffs.

    Its absolutely not bad at all ,that enemies get balanced around the skills and mechanics of certain classes in mind, as if the enemies wouldn't also have DPS checks, which require the DPS classes to use very specific skills, to hold that DPS, so that the party doesn#t get wiped..

    Should now all DPS players whine around that the enemies are balanced and designed around this fact, like people are crying here around the fact like babies, that enemy damage is designed around players having to have Protes on, so that they can better survive these attacks?
    Hell men, therefore ARE HEALERS THERE, its THEIR JOB to heal and support with skills like Protes to prevent their allies from lethal damage and therefore is the existance of skilsl like protes absolutely legitime, cause they are just needed, same as much as Tanks need specific skilsl to be able to hold the aggressivity or to survive longer, same as much as mentioned as like DPS needs specific skilsl to be able to keep a certain DPS tempo so that they can successfully fulfill DPS checks in time

    If we'd begin now with removing all these essential skills, then we'd literally completely destroy this games combat system for good!!
    (0)

  7. #7
    Player
    Kaiserdrache's Avatar
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    Aug 2018
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    305
    Character
    Merridyll Cailleach
    World
    Shiva
    Main Class
    Bard Lv 80
    Aside of the above mentioned things in my answer post.
    I want to say something about my proposed Trait List there.
    I want to mention again here, that I'm no WoW Player, have never played it and iwll never play it, because i find this game ugly af and it absolutely doesn't appeal to me in any way or form, I was long time GW/GW2 player, so if you want to compare things, do it with that game, because therefrom come some inspirations of my prioposals, because I keep comparing FF14 and GW2 and try to find the things, where both games did somethign better, than the other game and vice versa and GW2 has definetely the better Trait System of both game, where actually Traits MATTER, where they actually CHANGE the way how you play your class, where they affect your skill mechanics, and thats something, i want to have for FF14 too, so that Traits help the player to INDIVIDUALIZE your characters, so that at the end, not every player with the same class is also exactly the same.
    There should be more, than just only fashion to individualize your character and the class you play.

    36 Traits per Class, from which you can choose 12 to actively use for your "Build" would be a good start.
    And Square Enix has anyways to rework the whole game's combat system and to completely rebalance/ change eventually as well battle mechanics of certain enemies, for when they are about to remove TP from the game when Shadowbringers comes this Summer of 2019
    They just need to do it anyways, so why not use also the moment of chance as well to to improve this games Trait System to ione, that will have after its change more depth and actualy like I propose more effects to help individualizing more our characters as well ??


    In case of the Whitemage (Cleric), one needs to be blind not to realize, what I did here with the class... but just in case, I'll list up the changes in a quick list to make it more obvious and easy to see, what I actually did with it:

    1: Added 2 more White Lily Effects for reaching Level 80
    2: Removed all ugly I, II and III's out of skill names and gave these skills the console FF skill progression terms, that end with -ra, -ga for second and third form of magic spells for spells that have upgraded forms as part of character progression
    3: Put some spells to earlier Level Spots, so that WHM plaayers learn them a bit sooner
    4: Made sure, that the Water and Holy Spell Line of the WHM (Cleric) is same as strong presentated, as like the Wind and Eath Spells, because these elements should be and are lorewise all part same as much of the WHM. Wind and Earth are not the only elements of the WHM (Cleric), Water and Holy (Healing) belong to them too, thats something every ongoing WHM players learns from E Sumi-Yan within the first 30 Levels, before we become WHM (Clerics)
    5: Renamed Ressurrection to the classical FF Spell term name of "Life", which also functions as a spell, that can be upgraded (FF7 anyone?)
    6: Gave the elemental upgraded spells for their final 4th tiers different names of elemental natural disasters, like Tornado, Quake, Tsunami to differentiate them visually more from their inferior first three forms, cause also these terms are partwise already existing and known spell terms from older console FF games.
    7: Added some new helpful Spells to give the WHM (Cleric) a bit more support options (Reflex, Refleca, Haste, Shell) in their Spell Repertoire, other than only Protes and its upgraded forms, because i think the WHM should be in regard of support the class, which buffs allies in their attack speed by hastening them, or improving their reflexes to avoid being hit, helping tanks by blinding foes, instead of using such a complete useless skill like Repose

    That are more or less the 7 changes I did with my proposal, resulting into this concept of how I'd like this class to see later at Endgame Content at level 80
    (0)
    Last edited by Kaiserdrache; 01-01-2019 at 06:07 PM.