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  1. #1
    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

    Class Redesign - Monk

    Hello Guys,

    I'm playing lately actively Monk for a longer while, played through Story with it until the current end, so I'm experienced with all of its gameplay mechanics, and I must say, this class could have been designed in many ways much better.
    Here is I concept of mine, how I think that a Monk in FF14 should look and work like and how it should progress for the future of this Game:

    Progress Line
    - Level 1-29 (ARR) = You begin as a Pugilist
    - Level 30 = At this Stage, you choose your Job, praktically your Class Specialization, which defines deeper your Role in the Game and here is, where SE has to massively improve this game. FF14 wants to be designed around Roles, but lacks at the same time giving the player enough choices in Roles while progressing with their Characters, pigeonholing them too much into only one direction based on your Class Choice, which is the reason, why we have felt on every Tank maybe a Healer, but like 10+ DD's running around. This System needs to broaden up and get more DEPTH and become better thought out.

    Lets begin with Roles in this Game. This Game nees more Roles, than just only Tank, Healer and DD.
    There should be in fact 5 clear different roles, which are:
    - Attack
    - Tank
    - Heal
    - Support
    - Prevention

    And for each of this Roles should have each Class in this game a Job, or Sub Class so to say, which is specialized in this Job to functionate for this Role, having in each of these Jobs, completely different Job Skills to alterate the Gameplay of the Class, while sharign all the same Class Skills, which in return get changed a bit based on the Job#s Traits, Equipment progression (which FF14 sadly has so far none at all, just only lousy boring Materia for Stat Boosts)

    So what does this little ranting mean in fact in terms of Jobs? That the Pugilist Class should have the following five Jobs:

    Attack > Champion > Focus on dealing alot of Damage to decrease the number of enemies fast
    Tank > Daredevil > Focus of taunting enemies and holding their Aggressivity on themself, so that battles are less chaotic
    Healer > Monk > Focus on healing wounds and negative effecits, bring fallen allies back to live
    Support > Martialist > Focus on weakening foes and buffing allies, improving their mechanics
    Prevention > Roughneck > Focus on stopping enemies, disrupting or distracting their actions, bacically Crowd Control is their speciality

    Your Class defines this way practically your Main Role, but your job is it, which deepens this Main Role and forms it more into one of 5 different playstyles that give the player more options to choose from , so you have more choices to find something, that fits more to your personal liking, while not being anymore so strongly pigeonholed into either only DD, Tank or Healer, you'd have now the choice between practically

    - Full DD (DD/DD)
    - DD/Tank
    - DD/Healer
    - DD/Support
    - DD/Prevention
    - Full Tank (T/T)
    - Tank/DD
    - Tank/Healer
    - Tank/Support
    - Tank/Prevention

    You see? The choices become instantly significantly much highe, so more Role Options you have and when you make it possible to combine them together as part of this Games Character Progression to offer for each Role also a Job per Class.
    (0)
    Last edited by Kaiserdrache; 10-07-2018 at 08:53 PM.

  2. #2
    Player
    Kaiserdrache's Avatar
    Join Date
    Aug 2018
    Posts
    305
    Character
    Merridyll Cailleach
    World
    Shiva
    Main Class
    Bard Lv 80
    Provided Skills are with Monk Job Role in mind. Questions above will be answered after the Skill Concept List is posted

    Level 1 Fists of Harmony Deal an attack with potency of 100, 150 from the flanks and 180 from the rear. Receives +10 Potency for each Chakra Gate opened. Replaces Bootshine
    Level 4 Strike of Truth Deal Damage with a potency of 140. The Base Potency is increased by 25% wheneever the Health Threshold of the Enemy is 25% lower. Replaces True Strike
    Level 6 Powerful Punch Deal a Strike with a potency of 140, 170 from the flanks and 180 from behind plus new stun effect, when hit from behind. Replaces Snap Punch
    Level 10 Internal Release Increases temporarely Critical Hit Rate by 30%
    Level 15 Fists of Earth Your Defense is increased by 10% and CC Effects like Pushes and Pulls are only half as strong effective on you now.
    Level 18 Twin Snakes You hit the enemy now twice with this skill with a potency of 100. If hit from the flanks, you will stun foes instead of dealing twice damage.
    Level 26 Fist of Destruction You deal damage to all nearby foes with a potency of 50. This Attack will cause now Heaviness to foes too so that they will move slower.
    Level 30 Demolisher You strike a foe with a potency of 50 now, This attack causes damage over time. 50 potency per second normally 100, when Demolisher hit from behind.
    Level 30 Rockbreaker You deal a cone like attack that hits all foes in front of you for a potency of of 130. Now with a potency of 150, when hit from behind.
    Level 34 Fists of the Wind Your Movement Speed and Attack Speed of Auto attacks is increased by 25% when you keep this active.
    Level 35 = Shoulder Tackle Gap Closer Attack with a Potency of 100, letting you rush to your target position fast
    Level 38 = Fists of Steel Damage increased by 10% while active and Attacks, which couldn't stun foes like Bosses before, have now a low chance to stun them. Works not on all Enemy Actions, some are unpreventable. Adds also a Staggering Effekt, stopping simple foes from doing Auto Attacks.
    Level 40 = Fists of Fire Has now a Chance to cause Burn, burned foes will suffer damage over time with a potency of 50. While active have you an Aura around you, which reflects back 3% of received damage back to the target and Weapon Skills recharge now under this Ability 10% faster.
    Level 42 = Fists of Water New, replaces One Ilm Strike and the Level Place of Mantra. While this is active, have you an increased chance of 20% to dodge Enemy Attacks and your attacks can cause Freeze, stopping temporarely the enemy movement/attacks, until you hit then again. Frozen foes are defenseless. Hit frozen targets will receive 50% more damage from the Weapon Skill, which hits them while they are frozen. Hits end Freeze.
    Level 45 = Mantra of Harmony Based on which elemental Fist Ability is active, will have Mantra of Harmony a different Effect.
    20% increased Heal Potency on You and your Allies in near on Water
    Attack Speed of AAs increased for you and your Allies by 20% on Wind
    Attack Power increased by 20% for you and Allies on Fire.
    Condition Resistance +10% for you and Allies plus 5 second longer Greased Lightning Durations for you on Steel.
    Defense Power increased 20% for you and allies, on Earth
    Level 46 = Howling Fist Perform a Line of Sight Attack that hits all foes in front of you in the LoS with a potency of 200.
    Level 50 = Perfect Balance Allows you to perform certain Skills, which require a specific Combat Stance of either Coeurl, Chocobo (replaces Raptor) or Cactor (replaces Opo Opo)
    Level 50 = Dragon Kick Based on which Fist Ability is active, changes now the effect and name of this Skill. Steel works as Neutral Form with the current effect.
    Fire Dragon Kick causes temporary a Fire Ring on the ground for 10 seconds. Enemies receive damage over time as long they stand inside.
    Earth Dragon Kick launches the enemy away and stun it, if it can be stunned
    Water Dragon Kick causes an Ice Field, which lets enemies miss their attacks more oftenly, while they stand inside, due to slipping out.
    Wind Dragon Kick causes Vulnerability, lowering temporarely the defense of the hit Target and slows its attack speed of AA's.
    Level 52 Seven Gates of Freedom Replaces now Form Shift and Meditation/Forbidden Chakra.
    First Chakra - Gate of Muladhara - While it's active, is your Movement Speed increased by 10% and your Maximum Health raises by 5000 and you get healed by 5000 HP directly too
    Second Chakra - Gate of Swadisthana - While it's active, recharge your Skills 5% faster and you have a 5% increased chance for dealing more and receiving lesser Criticals.
    Third Chakra - Gate of Manipura - While it's active, is your dealt damage and received damage increased by 5%.
    Fourth Chakra - Gate of Anahata - While it's active, are you more immune to Stuns and if you suffered on activation on Stun, will it remove it, as also other movement impairing Conditions like Freeze, Slow or Heaviness.
    Fifth Chakra - Gate of Vishudha - While it's active will be positive Buffs on you from Allies increased in potency and last longer on you by 20%.
    Sixth Chakra - Gate of Prana - While it's active, have you an innate chance of 5% to auto dodge attacks and your TP Cost of Weapon Skills is reduced by 20%
    Seventh Chakra - Gate of Sahasrara - While it's active is a small portion of your MP used to auto recover your health, when you receive Damage. Should you receive in this state lethal damage that would defeat you, will all of your MP be used to auto revive you with half of your Health.

    Each opening of a Chakra will require more and more time so closer you get to the last seventh chakra seal to open up. The UI wil get changed to show now 7 instead of 5 Chakras, how it should be correct, based on the game lore!!!

    Level 56 Energy of Nature Renamed and changed Elixier Field. You perform a of Line of Sight Energy Chakra attack, which receives per each opened up Gate of Freedom more potency, which works now also too as replacement of Forbidden Chakra. Its Base Potency of 220. For each opened up Gate does it receive +10 Potency. This Skill ignores Enemy Defense and can't be dodged. A ranged Chakra Attack from collecting Sen Chakra of the Nature around you, while standing still for a short while. So you will be rooted for a moment as counter balance
    Level 58 Mantra of Purification Instead of Self TP Heal, do you create now a purifying Energy Field for some time, when it's entered heals you and your allies TP once by +300 and removes negative conditions like Poison, Burn, Bleedings whatever ect. causes damage over time.
    Level 60 Tornado Kick This Skill deals Damage with a potency of 330 and costs all of your Greased Lightning Points of your Combat Stance.
    Level 66 Enigma of Elements You mastered your Elemental Fists, unlocking with it Elemental Powers to your Shoulder Tackle Skill
    Earthern Tackle Adds to your Shoulder Tackle an Effect of launching your Target away.
    Storming Tackle Adds to your Shoulder Tackle the Effect, that you hit your foe twice and you can perform the Tackle twice, before it recharges. Potency Halved
    Fiery Tackle Adds 30% more Potency to your Shoulder Tackle and causes Burn to your hit Targets for some damage over time.
    Icecold Tackle Adds a Freeze Effect to your Tackle, freezing the hit target eventually.
    Ironhide Tackle The neutral form improved, if performed while no Elemental Fist is active. After performing Ironhide Tackle, will you receive for 5 seconds after it not more damage, than 20% of your Maximum Health
    Level 68 Enigma of Power Renamed Ridle of Fire. Same Effect, your attack power is increased by 30%, while your skills recharge 15% slower
    Level 70 Brotherhood Your and the Attack Power of your Allies is increased by 5% on Activation. While it's active, is also the time you need to open your Chakra Gates reduced by 5% per every Group Member, which is still alive then.
    ---
    For when a next Expansion comes, which raises the cap most likely to 80:
    Level 72 Yin & Yang A Self Buff Skill, when used right after activating all 7 Chakras, opens up also the 7 Chakras fo Freedom of Shadow, the Yin Side of your Soul, making you temporarely immune to all Conditions and CC Effects, while the Gates are opened
    Level 75 Rage of Ashura A one time useable Attack with a potency of 500, while Yin & Yang is active, if used, it will end instandly the Gate Effect, so you should wait with it for the last moment.
    Level 78 Insight of Indra A special Mantra, while Yin & Yang is active, which allows temporally allies to receive the positive Effects of your Elemental Fist ability as well too. Unlike Fists of Ashura, does Insight of Indra not end the Gates of Freedom Effect. But therefore will cost Insight of Indra you over time MP. Does it run out, will end Insight of Indra.
    Level 80 Celestial Hands While this Skill is active, will small portions of your dealt Damage heal nearby Allies and your critical hit rate is increased by 5%
    (0)
    Last edited by Kaiserdrache; 10-07-2018 at 09:17 PM.

  3. #3
    Player
    Legion88's Avatar
    Join Date
    Aug 2014
    Location
    Ul'dah
    Posts
    1,527
    Character
    Baradaeg Ryssbhirwyn
    World
    Lich
    Main Class
    Warrior Lv 80
    But, how should this work out with DF queueing?
    How would/should be the slot distribution for the new roles?
    Can a the new roles (support/Prevention) work on their own or would it just be slapped on a basic trinity role?
    Also how would this be suitable for every job and its aesthetics?
    How will this provide uniqueness for every job?
    (3)
    Last edited by Legion88; 10-07-2018 at 07:12 PM.

  4. #4
    Player
    Kaiserdrache's Avatar
    Join Date
    Aug 2018
    Posts
    305
    Character
    Merridyll Cailleach
    World
    Shiva
    Main Class
    Bard Lv 80
    @ Legion:
    With Slot Distributions I think you mean the currenct System of DD/DD/Tank/Healer and so on.
    If this Game gets more broadened up with its Character Progression and Jobs getting more specialized , the 4th Slot basically becomes random and can be filled up by either a Supporter or a Preventer. Mostly all old content of this game can also just be done with only 1 DD, combats will lats eventually only a tiny bit longer, but thats no issue, when therefore the group finding gets more broadened up and the missing damage could get eventually compensated by either the Tank or Healer being Tank/DD or Healer/DD as their roles.

    If even a Healer can work on its very own, then a Supporter and Preventer naturally will be able to work on their own too.
    The Supporter through buffing itself and debuffign foes.
    The Preventer through simply controling the fight to his favor.

    About suitable aesthetics I can say, that every Job will get an aesthetic own unique name for each Class and each Job will receive a secondary Weapon to increase the aesthetics/look/styles to make the jobs more trustworthy. Classes will be able to switch then between the primary Class Weapon, or the secondary Job Weapon. It won't change the skills, but it will be for aesthetics
    Champion = Claws
    Daredevil = Tonfas
    Monk = Poles
    Martialists = Gauntlets
    Roughnecks = Maces

    Aside of this will each Job have their very own set of Traits, which will change the gameplay of the Jobs slightly enough, so that playing each Job will feel different.
    The game has already Traits as mechanic, but sadly they have yet no real effect on the gameplay of the Job, they are just only mostl bland Stat Boosts eiother, or improvements of a few Basic Mechanics of the Class itself. So FF14 needs Job specific Traits. THIS WILL definetly provide more uniqueness for each Job.
    (0)
    Last edited by Kaiserdrache; 10-07-2018 at 08:56 PM.

  5. #5
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
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    12,852
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    You can edit all your ideas into a single post. There is no character limit upon edit.

    While I, too, like the idea of multi-role classes/jobs, I can't quite see your vision for it here beyond the system itself. What makes it fun to you? Even if just a glimpse, could you tell us what would be so neat about these different role-twists and why multiple-roles-per-job would be better in your opinion than the current DD/Tank/Healer mostly homogenized niches (+/- indirect contribution methods via still relatively minor survival or external throughput utility)?
    (0)

  6. #6
    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
    @ Shurrikhan
    Maybe some of these answers already answer some of your questions as well.
    But to answer onto one of your specific questions:
    What makes fun for me on having such choices and why adding more Roles is good in my opinion, is simply because you can't have enough choice,s so more choices you have in an MMORPG, so better, to a certain extent, cause it needs to stay overviewable. 5 Roles is in my opinion still more then enough overviewable to balance it
    also too with combining them, because especially the combination of roles is it, which makes fun and which would help this game massively in group finding, because under the current settign of DD, Healer and Tank only, are players way too much reliant on Tanks and Healers. Especialy in game content, that isn't very actively played anymore as much, as like the latest game content.
    A broader Class System with a more depthful designed Job System which allows to combine and mix the roles to your liking, will make group finding, especially also for older content easier, because you'd not be forced anymore to wait on that one single Tank eventually, if you could get simply also someone, who is DD or Healer, but specialized as Job in tanking to take over in that moment the Rle as the group's Tank, even if the class of that player isn't Tank. it should be enough when the job of that palyer is specialized in tanking in its own unique way thropugh the help of specialized traits and job skills for that.
    (0)
    Last edited by Kaiserdrache; 10-07-2018 at 08:56 PM.

  7. #7
    Player
    Grimoire-M's Avatar
    Join Date
    Dec 2015
    Posts
    987
    Character
    Grimoire Mogri
    World
    Hyperion
    Main Class
    Alchemist Lv 90
    I'll preface this by saying that I'd like to see less dual/omni role job suggestions and more focused ones instead. The point of being able to level all jobs is to cover this omni-character desire without compromising the design of the jobs themselves. Focus on one idea, first. If FFXIV was more like WoW in that you pick one job identity and stick with it, that would make more sense. XIV is not WoW. Yoshi-P even thinks that Arcanist branching out into Scholar and Summoner was a mistake.

    That said, I also don't think Monk should lose their Greased Lightning and Forms. That is the core of the job, not the elemental fists and Chakra. I agree that the latter two systems need to be integrated into the former more. And I can think of some rough ideas on how to integrate the former mechanics into each current role while staying true to XIV's design that you glossed over. Not the generic "support" and "prevention" roles you suggest.

    Reading these abilities over however, this feels like something you'd see in an older MMO based on D&D style design. That doesn't gel at all with how FFXIV is. I feel like you are missing the mark of what fits this game and what doesn't.

    I'd say try working within the constraints of the current MNK and show how it would work as a healer or tank rather than throwing it out and adding abilities that SE would never add into the game as it is now, rather than trying to force things that the design team has said they've scrapped.
    (1)
    Petition Thread for "Playable Loporrits": https://forum.square-enix.com/ffxiv/threads/436512-Make-them-Playable-You-Cowards
    Are You Happy with the Endwalker Healer Reveal? - Poll: https://strawpoll.vote/polls/2e6mxhnx/vote - Thread: https://forum.square-enix.com/ffxiv/threads/443437-Poll-Are-You-Happy-with-the-Healer-Kit-Reveal-for-Endwalker

    Mechanics are Aesthetics. Graphics don't make interesting gameplay.

  8. #8
    Player
    Legion88's Avatar
    Join Date
    Aug 2014
    Location
    Ul'dah
    Posts
    1,527
    Character
    Baradaeg Ryssbhirwyn
    World
    Lich
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Kaiserdrache View Post
    Provided Skills are with Monk Job Role in mind. Questions above will be answered after the Skill Concept List is posted

    Level 1 Fists of Harmony Deal an attack with potency of 100, 150 from the flanks and 180 from the rear. Receives +10 Potency for each Chakra Gate opened. Replaces Bootshine
    Level 4 Strike of Truth Deal Damage with a potency of 140. The Base Potency is increased by 25% wheneever the Health Threshold of the Enemy is 25% lower. Replaces True Strike
    Level 6 Powerful Punch Deal a Strike with a potency of 140, 170 from the flanks and 180 from behind plus new stun effect, when hit from behind. Replaces Snap Punch
    Level 10 Internal Release Increases temporarely Critical Hit Rate by 30%
    Level 15 Fists of Earth Your Defense is increased by 10% and CC Effects like Pushes and Pulls are only half as strong effective on you now.
    Level 18 Twin Snakes You hit the enemy now twice with this skill with a potency of 100. If hit from the flanks, you will stun foes instead of dealing twice damage.
    Level 26 Fist of Destruction You deal damage to all nearby foes with a potency of 50. This Attack will cause now Heaviness to foes too so that they will move slower.
    Level 30 Demolisher You strike a foe with a potency of 50 now, This attack causes damage over time. 50 potency per second normally 100, when Demolisher hit from behind.
    Level 30 Rockbreaker You deal a cone like attack that hits all foes in front of you for a potency of of 130. Now with a potency of 150, when hit from behind.
    Level 34 Fists of the Wind Your Movement Speed and Attack Speed of Auto attacks is increased by 25% when you keep this active.
    Level 35 = Shoulder Tackle Gap Closer Attack with a Potency of 100, letting you rush to your target position fast
    Level 38 = Fists of Steel Damage increased by 10% while active and Attacks, which couldn't stun foes like Bosses before, have now a low chance to stun them. Works not on all Enemy Actions, some are unpreventable. Adds also a Staggering Effekt, stopping simple foes from doing Auto Attacks.
    Level 40 = Fists of Fire Has now a Chance to cause Burn, burned foes will suffer damage over time with a potency of 50. While active have you an Aura around you, which reflects back 3% of received damage back to the target and Weapon Skills recharge now under this Ability 10% faster.
    Level 42 = Fists of Water New, replaces One Ilm Strike and the Level Place of Mantra. While this is active, have you an increased chance of 20% to dodge Enemy Attacks and your attacks can cause Freeze, stopping temporarely the enemy movement/attacks, until you hit then again. Frozen foes are defenseless. Hit frozen targets will receive 50% more damage from the Weapon Skill, which hits them while they are frozen. Hits end Freeze.
    Level 45 = Mantra of Harmony Based on which elemental Fist Ability is active, will have Mantra of Harmony a different Effect.
    20% increased Heal Potency on You and your Allies in near on Water
    Attack Speed of AAs increased for you and your Allies by 20% on Wind
    Attack Power increased by 20% for you and Allies on Fire.
    Condition Resistance +10% for you and Allies plus 5 second longer Greased Lightning Durations for you on Steel.
    Defense Power increased 20% for you and allies, on Earth
    Level 46 = Howling Fist Perform a Line of Sight Attack that hits all foes in front of you in the LoS with a potency of 200.
    Level 50 = Perfect Balance Allows you to perform certain Skills, which require a specific Combat Stance of either Coeurl, Chocobo (replaces Raptor) or Cactor (replaces Opo Opo)
    Level 50 = Dragon Kick Based on which Fist Ability is active, changes now the effect and name of this Skill. Steel works as Neutral Form with the current effect.
    Fire Dragon Kick causes temporary a Fire Ring on the ground for 10 seconds. Enemies receive damage over time as long they stand inside.
    Earth Dragon Kick launches the enemy away and stun it, if it can be stunned
    Water Dragon Kick causes an Ice Field, which lets enemies miss their attacks more oftenly, while they stand inside, due to slipping out.
    Wind Dragon Kick causes Vulnerability, lowering temporarely the defense of the hit Target and slows its attack speed of AA's.
    Level 52 Seven Gates of Freedom Replaces now Form Shift and Meditation/Forbidden Chakra.
    First Chakra - Gate of Muladhara - While it's active, is your Movement Speed increased by 10% and your Maximum Health raises by 5000 and you get healed by 5000 HP directly too
    Second Chakra - Gate of Swadisthana - While it's active, recharge your Skills 5% faster and you have a 5% increased chance for dealing more and receiving lesser Criticals.
    Third Chakra - Gate of Manipura - While it's active, is your dealt damage and received damage increased by 5%.
    Fourth Chakra - Gate of Anahata - While it's active, are you more immune to Stuns and if you suffered on activation on Stun, will it remove it, as also other movement impairing Conditions like Freeze, Slow or Heaviness.
    Fifth Chakra - Gate of Vishudha - While it's active will be positive Buffs on you from Allies increased in potency and last longer on you by 20%.
    Sixth Chakra - Gate of Prana - While it's active, have you an innate chance of 5% to auto dodge attacks and your TP Cost of Weapon Skills is reduced by 20%
    Seventh Chakra - Gate of Sahasrara - While it's active is a small portion of your MP used to auto recover your health, when you receive Damage. Should you receive in this state lethal damage that would defeat you, will all of your MP be used to auto revive you with half of your Health.

    Each opening of a Chakra will require more and more time so closer you get to the last seventh chakra seal to open up. The UI wil get changed to show now 7 instead of 5 Chakras, how it should be correct, based on the game lore!!!

    Level 56 Energy of Nature Renamed and changed Elixier Field. You perform a of Line of Sight Energy Chakra attack, which receives per each opened up Gate of Freedom more potency, which works now also too as replacement of Forbidden Chakra. Its Base Potency of 220. For each opened up Gate does it receive +10 Potency. This Skill ignores Enemy Defense and can't be dodged. A ranged Chakra Attack from collecting Sen Chakra of the Nature around you, while standing still for a short while. So you will be rooted for a moment as counter balance
    Level 58 Mantra of Purification Instead of Self TP Heal, do you create now a purifying Energy Field for some time, when it's entered heals you and your allies TP once by +300 and removes negative conditions like Poison, Burn, Bleedings whatever ect. causes damage over time.
    Level 60 Tornado Kick This Skill deals Damage with a potency of 330 and costs all of your Greased Lightning Points of your Combat Stance.
    Level 66 Enigma of Elements You mastered your Elemental Fists, unlocking with it Elemental Powers to your Shoulder Tackle Skill
    Earthern Tackle Adds to your Shoulder Tackle an Effect of launching your Target away.
    Storming Tackle Adds to your Shoulder Tackle the Effect, that you hit your foe twice and you can perform the Tackle twice, before it recharges. Potency Halved
    Fiery Tackle Adds 30% more Potency to your Shoulder Tackle and causes Burn to your hit Targets for some damage over time.
    Icecold Tackle Adds a Freeze Effect to your Tackle, freezing the hit target eventually.
    Ironhide Tackle The neutral form improved, if performed while no Elemental Fist is active. After performing Ironhide Tackle, will you receive for 5 seconds after it not more damage, than 20% of your Maximum Health
    Level 68 Enigma of Power Renamed Ridle of Fire. Same Effect, your attack power is increased by 30%, while your skills recharge 15% slower
    Level 70 Brotherhood Your and the Attack Power of your Allies is increased by 5% on Activation. While it's active, is also the time you need to open your Chakra Gates reduced by 5% per every Group Member, which is still alive then.
    ---
    For when a next Expansion comes, which raises the cap most likely to 80:
    Level 72 Yin & Yang A Self Buff Skill, when used right after activating all 7 Chakras, opens up also the 7 Chakras fo Freedom of Shadow, the Yin Side of your Soul, making you temporarely immune to all Conditions and CC Effects, while the Gates are opened
    Level 75 Rage of Ashura A one time useable Attack with a potency of 500, while Yin & Yang is active, if used, it will end instandly the Gate Effect, so you should wait with it for the last moment.
    Level 78 Insight of Indra A special Mantra, while Yin & Yang is active, which allows temporally allies to receive the positive Effects of your Elemental Fist ability as well too. Unlike Fists of Ashura, does Insight of Indra not end the Gates of Freedom Effect. But therefore will cost Insight of Indra you over time MP. Does it run out, will end Insight of Indra.
    Level 80 Celestial Hands While this Skill is active, will small portions of your dealt Damage heal nearby Allies and your critical hit rate is increased by 5%


    Okay, you provided MNK, as a DD/Heal job
    Quote Originally Posted by Kaiserdrache View Post
    Healer > Monk > Focus on healing wounds and negative effecits, bring fallen allies back to live
    as example and i found some things that need clarification or are contradicting with earlier posts of you:

    1.) For which role does MNK now queue? DD or Heal? Don't say both.

    2.) Water and Ice are two different elements in FFXIV and not two of the same kind. Solution would be to either rename Fist of Water to Fist of Ice or replace the freeze effect with a better fitting one.

    3.) There is no Dragon Kick for Steel Fists.

    4.) MNK should be a Healer as subrole but there is no skill included but 1 who can be looked at as a skill out of the healing role, a cleanse.

    5.) No explanation of the new Chakra-System.

    6.) Shouldn't it get some "healy" skills or traits so he can perform his sub role?

    7.) Where are the traits?

    8.) Pushing mobs is nothing a DD should do with a DPS or movement skill.

    So this redesign is just a rework of some mechanics but not worth to tag it as healer subrole.
    My conclusion up to now: Mission failed!
    (0)
    Last edited by Legion88; 10-15-2018 at 10:03 PM.

  9. #9
    Player
    tdb's Avatar
    Join Date
    Jun 2017
    Posts
    859
    Character
    Mikayla Rainstone
    World
    Lich
    Main Class
    White Mage Lv 80
    Aside from a complete overhaul like that not sitting well with a lot of existing players, there are some balance issues.

    Tank duties are difficult to share against single bosses without adds. Two DPS classes with tank sub-role are likely to perform worse in tanking than a single pure tank class. Already in many trials and non-alliance raids the second tank is basically just a bad DPS. Tank swapping is a valid mechanic but may be too difficult for most players. On the other hand if content is balanced so that a single tank sub-role is sufficient, it will make pure tanks superfluous.

    Crowd control will easily be either an absolute necessity or completely superfluous. For trash enemies and weak adds it's generally better to have more DPS. If bosses or strong adds can be crowd controlled, it easily trivializes the entire fight to the point where you don't need a tank at all, and possibly not a healer either. Most existing classes have a stun or two but those are so minor they do not constitute even a sub-role.

    The value of a pure support role is highly dependent on party size. If you swap out one DPS of a 4-player party for a support, the buffs and debuffs they give out would have to increase damage output by around 50% to break even. Do the same in an 8-player party and the net result is a 25% increase in damage. A support sub-role already exists in the form of AST's cards, which are easier to balance thanks to a healer not dealing so much damage in the first place. They are also an important thematic element of the class and it wouldn't really make sense to swap them out for some other sub-role.
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  10. #10
    Player
    Kaiserdrache's Avatar
    Join Date
    Aug 2018
    Posts
    305
    Character
    Merridyll Cailleach
    World
    Shiva
    Main Class
    Bard Lv 80
    After a little break, Ive to mention, that the skill list above is just a concept of how I'd rework the Monk under the current system, without the role changes of adding Supporters and Preventers (Debuffers).
    I've not written down yet for that concept the rework of Traits and Role Skills, because I thought, it would be too much, if I do that.
    I wanted to have first feedback on the skill changes, to be able to make if neccessary, appropriate changes on the rest of the concept to adapt it as needed.
    In FF14 it are the Traits and the Role SKills, which take influence on how a Job in this Game changes over time and progresses.
    My Ideas and inspirations come from my years of playing Guild Wars and especially Guild Wars 2 - not especially WoW, ive never ever played by now WoW at all!!

    However, I used my time since that posting to play the game more and especially to play it completely through to the very last quest, to realize, that way too much of this game is too hardcoded, to make the fundamental changes it would need to make this game actually alot better and more modern in the way where GW2 makes things better than FF14, without copying too much.
    But the point is, the way hiow FF14 is now, it also cant stay forever liek this with only DPS, Tank and Healer. This games design is way too much dependent on tanks and healers, while we have DPS in abundance, which makes it extremely difficult to find as DPS groups for content to lay, while if you play as tanks or healer, you find groups in no time, because everybody needs them and is dependent on them the most.
    Thats why i think, this game needs more roles, so that tanks and healers become lesser needed, because if you have a preventer, which can control the fight, so that you take lesser damage, then theres lesser need for heals.
    If you have a Supporter, that buffs the group so that it takes lesser damage, you might eventually not need a tank. Its naturally extremely a matter of skill design, traits, role skilsl, upgrades and so on that is all part of character progression, which needs extremly more depths in this game.

    Currently every job and character that shares the same job like your character, feels and plays exactly THE SAME. There is absolutely zero build diversity in this game sadly.
    The only thing that counts in this game is reaching as quickly as possible max level and endgame gear with the highest possible gear level full with meaningless boring max point materias and your ready to go and the very nrext other player thatd made a monk like you, is 100% the same like you, except maybe only the choice of used max stat materias in the gear that have nearly any measurable big difference between you and him/her, because therefore are the differences in stats way too tiny to see/feel a real difference in the game, like dealing significantly more frequently critical hits, or having significantly much more Health, or receiving significantly much lesser damage and so on.
    Skilsl are exactly the same, there exists unlike in GW2 absiolutely no way in FF14 to change how your skills work and what they do to have different playstyle builds

    The sad point is, even if FF14 would provide better and more depthful skills for better build diversity, it would cause massive problems in the combat design of this game with the boss fights, primaes, challenges ect., raids and so on, because all of these are hard coded designs with the point in mind, that all skills work always the same, that all jobs are always the same. So if this game woudl receive more build diversity, all of the bigger boss battles would need to get redesigned and rebalanced as well too
    Thats something I didn't have realized at the time, when I created this thread. my goal at this point was only, to make the monk more interestign and fun to play with these concepted skills and especially more depthful in design as a meele fighter, which can attune itself into the elements of nature fire, water, wind, earth and as neutral element steel (Metal) to change the gameplay of this job into one that has more harmony.

    Also my concept is insprited as some maybe will have recognized my japanese folclore mythology that peole might now from games and animes like Asuras Wrath, or Naruto, because everyone who has a monk, knows from the story quests, that the class is based on chakra of light and chakra of shadows (yin and yang, absolutely no coincedence there), I just call out here only, what surely everybody will think of the monk the very moment when you reach that point at their story quests and made it part of my concept what Id liek to see as their character prgression when Level 80 comes with new skills, making the chakra gameplay a much more vital and depthful part of the overall monk playstyle.

    However, as we all know by know, will 5.0 fuse now MP also together with TP, so my concept would have also to get reworked alone due to this, because I've written it down with the thought in mind, that the game keeps TP and MP being seperate ressources for the combat system and class design.
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