Take MP cost away from Dark passenger on DRK and everyone would be happy.
Lol, no!Un-f*** DRK. Yeah, SE really messed up with that one. It didn't really need a lot of changes to begin with, but I'd rather see DRK with defensive cooldowns that use MP, so they have to decide whether to up their DPS or their mitigation (or a mix of the two). Mana management was one of the main things that made DRK interesting in 3.x.
Not even a chance in hell.
In pvp, i would love to see a good nerfs to healing and movement speed bonus abilities, these are destroying the balance there.
Last edited by Nedkel; 03-04-2018 at 04:07 AM.
I just generally play RDM, bc it’s the only reason I returned to FFXIV, and I enjoy it.
I’d like more AOE Utilities:
Scatter II >> enhanced version triggers ability to cast either:
Verblizzard / Verwater - slighty stronger than scatter and hits all targets
- acceleration be a trait, instead of an ability where it increases trigger rate by a % the higher it goes.
- FFXI Nyzul Isle WS called Death Blossom! Would love to see that make an appearance!
Maybe add Verfreeze / Verflood as an AOE ancient spell triggered by Blizzard / Water
Too much? Maybe!
I don't really play RDM, but from what I've read it falls short of Dmg compared to the other 2 casters, so I'd like them to get some very appealing buffs in the form of the EN-spells. EN- fire to increase party wide damage or EN-water for party wide reflect for Magic dmg. Stuff that would make RDM utility king so that the lack of damage would be a more appropriate trade off.
... actually kinda stunned we don't yet have a skill like this on SCH. Just give it like, a 200 second cooldown. Benediction levels of cooldown, or more, otherwise it would be broke as hell, but, this would mesh perfectly with the job.
RDM is very simple compared to the other casters. This is far from a bad thing, (oh lordy is it refreshing to have a sleek rotation on par with ARR DPS) but the lack of DoTs and a place-down AoE feels like it's missing.
That said, I think I'd rather see the job go more towards support capabilities, too. AST and BRD are slated as buffer and so-and-so jobs, a few En-spells that do a few party wide buffs coupled with a few natural upgrades (like updated spells or a trait that gives Acceleration a shorter CD) could keep RDM in a good spot despite meh DPS.
As much as this would make sense to give this to SCH, it would too broken if SCHs could have a guaranteed Crit Adlo. Crit Adlos can already make anything that isn't an insta-kill or a mechanic that will ruin the whole fight a joke.
I just generally play RDM, bc it’s the only reason I returned to FFXIV, and I enjoy it.
I’d like more AOE Utilities:
Scatter II >> enhanced version triggers ability to cast either:
Verblizzard / Verwater - slighty stronger than scatter and hits all targets
- acceleration be a trait, instead of an ability where it increases trigger rate by a % the higher it goes.
- FFXI Nyzul Isle WS called Death Blossom! Would love to see that make an appearance!
Maybe add Verfreeze / Verflood as an AOE ancient spell triggered by Blizzard / Water
Too much? Maybe!
Death Blossom already exists. It's a Rogue skill.
Another day and more has been added to the spreadsheet. We have new Egis, revised role action, more songs for bard, more focus on defense for pally, and a new holy ability, more aoe for RDM, more faerie and dot action for scholar, and we're still only scratching the surface. I have off tomorrow and hope to have something more concrete to show. All of you have had great ideas and it'll be nice to see everything brought together. Stay tuned.
I like helping people with their Job ideas, it's fun to help them visuallize and create the job they'd like to play most. Plus I make my own too, I'll post them eventually.
There were actually a huge amount of ideas that would have probably pushed in a similar direction being suggested on the 1.x forums or around those times (before ffxivcore.com shut down).Faster combat, like making all skills chain quicker because right now it's not really fluid and sometimes gives me the impression it's too slow!...
Need examples!?... Final Fantasy XIII-2 is great at fast battles, Internet speeds have improved over the last year so faster combat should be possible!...
One that particularly sticks in mind was a suggestion package whereby skillflow rates were similar --just a bit slower-- to now if used individually, but chainable via ATB (which the original stamina, later TP, system essentially mimicked), where that ATB maximum was usually interlinked to another stat that could be stretched through "good" (pushing towards theoretical limits given gear and composition) play throughout the fight. Think of it like having ramping skills with minor embedded effects and then technique skills with far greater rDPS impact. The UI suggested --revealing allied skill queues before release-- slight allowance for smart auto-movement, and the pauses between stretches of synced combat due to limited ATB seemed like it'd allow a more cinematic yet intense feel.
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