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  1. #11
    Player
    Sequora's Avatar
    Join Date
    May 2014
    Posts
    523
    Character
    Raveen Raines
    World
    Gilgamesh
    Main Class
    Summoner Lv 100
    Those SMN changes aren't at all what SMN needs imo. Not being able to use aetherflow outside of combat while initially annoying, isn't really a big deal. The biggest deal is the oGCD bloat. Either lower CDs of trances, or increase timer on egi assaults. Egi assault should just give 2 charges of Ruin IV.
    (0)

  2. #12
    Player
    ForteNightshade's Avatar
    Join Date
    Oct 2013
    Location
    Limsa Lominsa
    Posts
    3,620
    Character
    Kurenai Tenshi
    World
    Cactuar
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Jonnycbad View Post
    Dragoon
    -Startup animation frames from Stardiver reduced DRAMATICALLY.
    -Sound effect on Stardiver is louder
    -Sonic Thrust extends Blood of the Dragon by 15 seconds (up from 10 seconds) up to a maximum of 30 seconds.
    -Coerthan Torment no longer extends Blood of the Dragon by 10 seconds.
    -Coerthan Torment extends Disembowel duration by 10 seconds up to a maximum of 30 seconds.
    -"Jump Mastery" trait now also grants 2 charges to Elusive Jump.
    -During "Life of the Dragon": Life Surge now guarantees that next weaponskill is a critical direct hit.
    Two addendum I would add to this is putting the Disembowel refresh on Sonic Thrust just so its available earlier. I would also like Spineshatter Dive to have charges. It seems a perfect fit, especially as DRG lacks any charge abilities unique to itself. Potency adjustments would be necessary but it'd actually allow SSD to be used for closing distance whereas now it's just a thing you hit every minute.
    (0)
    "Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
    "The silence is your answer."


  3. #13
    Player
    Raiya's Avatar
    Join Date
    Aug 2011
    Posts
    461
    Character
    Raiya Li
    World
    Ragnarok
    Main Class
    Dancer Lv 100
    Personally what I'd want to see myself from what I've levelled so far,

    WHM: Give back Aero III and/or have it upgrade to Diaga or Dia II, Dia is only really useful on Bosses it's not viable to try and individually DoT all the mobs should work similar to BLM's thunder spells.
    RDM: Either MP costs need to be tuned down a bit or MP recovery added to melee chain for example, I'm running Dry on MP from regular combos and that isn't right expecially since I don't suffer this on my Melee jobs.
    BLM: Love the current setup but one gripe is the removal of Drain, please give that back BLM has absolutely no way to recover HP at all even the other jobs have 2nd wind or some sort of heal!
    DRK: Few complaint's with the class so far will update if I see anything of note.
    GNB: Continuation could use some steamlining to make it a bit easier I do love the buttons but the current layout does strain my hand a little bit! XD
    DNC: Love the job: Could use an extra ability or 2 it does seem to be very light on the abilities and got alot of room.
    AST: I'm starting to level this atm but it feels really gutted to me right now the cards feel very unwieldy and I really dislike the lack of offensive abilities.

    I've only glanced over the other jobs but I did look at SCH and I really think there was serious mistakes made with the healers expecially on AST and on SCH they gutted the offensive abilities for the sake of simplification and it really doesnt work well, healing potency as well at lvl80 could use some uptuning as well I do love playing my WHM but at the same time the scaling is making my job more difficult than before and that isn't enjoyable. There need to be a revision on the offensive side for AST and they need to give back SCH it's DPS abilities or give them some better one's as the job struggles solo.

    At this point as well they should also consider just retiring the role actions entirely from Disiples of War/Magic and just focus exclusively on a per job basis some abilities are also redundant feeling to me like surecast/Feint/Addle. Please give back Drain btw!! Also a minor gripe but PLEASE reduce the cost of Raise/Resurrection/Ascend at least 50% to be in line with the new MP scale it's far too costly and effectively a massive and unnecessary nerf as it drains MP very quickly in raids just to raise one or 2 people.
    (0)

  4. #14
    Player
    Exodus-E's Avatar
    Join Date
    Apr 2014
    Location
    Gridania
    Posts
    506
    Character
    Swygnebb Ahldhyltsyn
    World
    Ragnarok
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Jandor View Post
    Well I do like that most jobs got something a bit more interesting to do in AoE situations, I'm not sold on how it's done with basically duplicated abilities but for AoE.

    Example:

    Energy Drain:
    Deals unaspected damage with a potency of 100.

    Energy Siphon:
    Deals unaspected damage with a potency of 40 to target and all enemies nearby it.

    Why? Just make it an upgrade. Deals unaspected damage to target and all enemies nearby it with a potency of 100 for the first enemy, and 40 for all remaining enemies.

    Quote Originally Posted by Dahlinea View Post
    Summoner

    - Reduce the number Egi Assault skills to just one Egi Assault with increased potency to make up for the loss of the other one, 2 charges as it is now and each charge used giving 2 stacks of Ruin IV.

    - Garuda with just Slipstream with increased potency and same ground AOE dot potency;
    - Ifrit with just Crimson Cyclone with increased potency;
    - Titan with just Earthen Armor, with some sort of damage inflicted on whoever hits the person with the shield, to make up for the loss of Mountain Buster.

    - Fix(?) Ifrit's Burning Strike damage. It is currently too low compared with its potency rate. Bring back Ifrit auto-attacks.

    - Increase the potency of Inferno and make it single target.

    - Make Devotion with 120 sec cooldown.

    - Make Demi-Bahamut and Demi-Phoenix more autonomous, in the sense that it won't follow summoner everywhere stopping its attacks and when their timer runs out make them use Ahk Morn/Revelation automatically before leaving if we don't trigger them manually. For this Summon Bahamut and Firebird Trance should be as such that when triggered the summoned Demi-primal will execute Ahk Morn/Revelation on spot and the Enkindle "Demi-Primal" available afterwards. (To be honest I have little hope for this but will mention anyways...)
    Seriously, I'm surprised the devs' didn't think of those first.
    Because these suggestions would pretty much fix most of the issues with Shadowbringers' SMN (namely on how busy/clunky it is), while making its Egis even more distinct/fitting to their roles.

    Sometimes less is more.

    Making Ifrit-Egi's Crimson Cyclone a "gap closer" would be nice as well (so it always stays near its target).
    (2)
    Last edited by Exodus-E; 07-26-2019 at 02:33 AM.

  5. #15
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,849
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    First run of edits in place:
    • The Enhanced Ruin II trait revised. Now "Generates Further Ruin upon using Egi Assault. Additionally, generates one stack of Further Ruin every 30 seconds. Stacks cannot be gained while out of combat if one or more stacks are already present," When a stack is already in place, the timer will freeze at completion, generating the stack upon re-entering combat.
    • Summoners now enter and respawn into instances with a stack of Further Ruin at the ready.
    • Egi Assault I and Egi Assault II now share recast times and charges, but charge count now starts at 3 and increases to 4. To compensate for the combined frequency of Egi Assault I and Egi Assault II being halved, their potencies have been doubled. Due to the new passive generation, one still generates 4 Ruin IV per minute, but with only half the requisite associated actions per minute.
    • Crimson Cyclone now "Rushes target and delivers an attack of 200 potency." This should help to keep your melee pet in melee range. (Note the doubled potency to all Egi Assault skills above.)
    • Slipstream now "Afflicts the target with Slipstream, causing the target and all enemies within 5 yalms of the target to take unaspected damage. When the target dies, all enemies within 5 yalms will be inflicted with Windburn at duration equal to Slipstream's remaining duration upon the afflicted target's death and damage equal to Slipstream's. Potency: 40." (Note the doubled potency to all Egi Assault skills above.) This allows Slipstream to be used on the move.
    • Because Slipstream and Aerial Slash no longer use separate resources, the damage of Aerial Slash has been increased to 200. Without this, Ifrit would become the better AoE pet. (Note the doubled potency to all Egi Assault skills above.)
    • Because Earthen Armor has no potency to buff and 40% mitigation would be excessive, Earthen Armor now "Creates a barrier around you that absorbs damage totaling 20% of your maximum HP. Duration: 30s. Additional effect: Earthen Pulse. Earthen Pulse: Grants healing over time. Potency: 150. Duration: 15 seconds."
    • To see greater usefulness, Mountain Buster now "Deals earth damage with a potency of 160 to all nearby enemies and creates a barrier around you that absorbs damage equal to damage dealt by Mountain Buster, to a maximum of 15% of your maximum HP. Additional Effect: Slow +20%. Duration: 15 seconds."
    • To further compensate for the loss of a tank in the form of their Egi, Crimson Cyclone and Flaming Crush has gained the "Additional Effect: Absorbs a portion of damage dealt as HP, to a maximum of 10% HP," and Aerial Slash has gained the "Additional Effect: Blind. Duration: 10 seconds."
    (0)

  6. #16
    Player
    Laur1x's Avatar
    Join Date
    Jun 2015
    Posts
    77
    Character
    Ryomou Shimei
    World
    Faerie
    Main Class
    Samurai Lv 80
    Quote Originally Posted by Shurrikhan View Post
    -snip-
    Ah, I see your DWaD change now, okay that's actually a solid change, IMO. The changes you're making to Meisui also make sense.

    I'm still very stubborn when it comes to TA, however. I understand you're one of those who have the mindset of "as long as my rDPS combined with pDPS make me desired, I'm fine doing smaller numbers", but unfortunately I'm just complete opposite. For a few, possible petty, reasons:

    1) I have never in any game seen the "Assassin" class listed as any sort of support or pseudo-support role ever. It's generally the melee DPS king, and when comparing it to MMO's (which is kinda silly, I know) it's just a buff-bot via TA that hits with two wet noodles instead of actual daggers.

    2) The more important and realistic point, is NIN's skill cap/skill ceiling. The class has notoriously been harder to play than other jobs for awhile now, but Shadowbringers cranked this up to 11. Jobs with this level complexity and intricacies should be rewarded for flawless execution. Couple that with how NIN has been weighed down by one ability since the inception of the job is just unreal to me. In my eyes it just needs to go. If they're deadset at keeping the assassin-class as minor support role, then nerf TA to 5% or make the 10% only apply to NIN and give us some new minor utility.

    3) The argument of our pDPS being low because TA brings so much to raids, literally only applies to the top 1%. Any PUG, casual, or mid-core group are not utilizing this ability anywhere close to the numbers people think it's worth. It's not as simple as DNC just flat out buffing someone, or another job pressing a single button for crit buff. TA requires position (true north lel), timing, and communication to get its full worth. Not to mention there are just flat out comps that don't or can't utilize it as much as others.

    It's okay if we agree to disagree, it just leaves a bad taste in my mouth when I need to have a galaxy brain and put in 110% effort just to barely be able to beat a DNC, and I know the purpose of this thread was QoL changes, I'm just giving my .02 and think no amount of QoL can fix the core issues with the job :/
    (3)
    Last edited by Laur1x; 07-25-2019 at 01:39 PM.

  7. #17
    Player
    remiff's Avatar
    Join Date
    Jul 2016
    Posts
    797
    Character
    Caius Megaflare
    World
    Ragnarok
    Main Class
    Summoner Lv 100

    smn

    SMN:
    RUIN II 160->180
    RUIN III and IV stay the same .

    Remove festeruin ( ruin upgrade by dot )

    Buff ifrit auto potency 80->110 .
    égi-assault reworked for 5.1 ''

    Energy drain 100 potency for first target, 40 potency for other target '' Aetherflow II''
    Energy siphon '' will be use in battle without target generate ''Aetherflow II'' deal no damage and no effect .( for downtime ) .

    Devotion lowered 180-> 120 sec yalms 15->20 .

    Everlasting Fligh cure potency 100 -> 60 .

    FIX Bug issue with all pet .

    SMN reworked for 5.1 .
    For the rework '' egi assault ''in pet bar '' will be use in obey or auto
    or stay the same but will be use in cast time ''
    press Dreadwyrm Trance '' will summon bahamut lvl 70 ''
    ruin 3 stay the same in the effect, but use ruin 3 remplace outburst by deathflare 300 potency in aoe '' nerf by 50% after first target ,
    same system of pheonix slightly weaker
    Rework generation of Ruin IV '' in battle generate 1 ruin IV every 15 sec lvl 74,
    and 30 sec lvl 62 .
    (0)
    Last edited by remiff; 07-26-2019 at 09:36 AM.

  8. #18
    Player
    Jandor's Avatar
    Join Date
    Jan 2014
    Location
    Ul'dah
    Posts
    3,479
    Character
    Tal Young
    World
    Cerberus
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Laur1x View Post
    1) I have never in any game seen the "Assassin" class listed as any sort of support or pseudo-support role ever. It's generally the melee DPS king, and when comparing it to MMO's (which is kinda silly, I know) it's just a buff-bot via TA that hits with two wet noodles instead of actual daggers.
    I've got to admit I do always find it a bit odd that the Assassin style class is the most support orientated of the melee DPS. It probably has some history of being that way in the FF franchise, but not being especially familiar with most of the series it does seem a bit strange to me.
    (0)

  9. #19
    Player
    Laur1x's Avatar
    Join Date
    Jun 2015
    Posts
    77
    Character
    Ryomou Shimei
    World
    Faerie
    Main Class
    Samurai Lv 80
    Quote Originally Posted by Jandor View Post
    I've got to admit I do always find it a bit odd that the Assassin style class is the most support orientated of the melee DPS. It probably has some history of being that way in the FF franchise, but not being especially familiar with most of the series it does seem a bit strange to me.
    I'm not super familiar with most of the series either, I'm just speaking as an MMO veteran who has played pretty much every "new and shiny" MMO the past 15 years.

    I understand us being on the bottom end when we had things like Goad, Enmity Skills, on top of TA. Well guess what? Now we only have TA, and the gap between us and other melee isn't small anymore. It's quite literally 2-3K DPS now.

    I love the aesthetics of NIN, the animations, flashyness, overall playstyle, etc -- For me it's purely a numbers problem at this point. Yes the double weaving/clipping sucks, but I could get past that clunkyness if we could perform competitively with other melee.
    (0)

  10. #20
    Player
    Wilford111's Avatar
    Join Date
    Jul 2017
    Posts
    675
    Character
    Faux Ears
    World
    Hyperion
    Main Class
    Warrior Lv 100
    Should RDM have their MP costs on some of their spells lowered? I heard MP management was a lot worse now after 5.0
    (0)

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