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  1. #21
    Player
    Drayos's Avatar
    Join Date
    Jun 2019
    Posts
    292
    Character
    Sethra Rage
    World
    Odin
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Kabooa View Post
    Well lets tear off the bandaid then.

    Black Mage
    1. Enhanced Sharpcast instead guarantees a critical hit of the new FIrestarter or initial hit of Thundercloud.
    Adds more windows of movement vulnerability

    2. Enochian is reduced to 10% from 15%
    Overall 3% damage nerf.

    Monk
    1. Riddle of Fire reduced to 15% damage bonus.

    2. Bootshine no longer automatically crits. (Sorry)

    Ninja
    1. Bunshin reduced Ninki cost to 40. Cooldown removed.

    2. Ten Chi Jin is an alternative Ninjutsu cast that doesn't consume current Mudras. GCD. Damaging Ninjutsu cast this way deal 50% more damage. 45second cooldown, 3 charges.

    3. Throw Dagger does not interrupt combos or mudra combinations. Combos from any Mudra for additional potency and faster recast.

    Bard, Machinist, Dancer
    All see an average pps boost of about 3%.

    Machinist
    1. Reassemble is a 45 second cooldown with 2 charges

    Red Mage
    1. Embolden is now 60 second cooldown, 2 charge maximum, 10 second duration, 8% damage bonus to all damage.

    2. Manafication is now just +80/80 Mana.

    Summoner
    1. Energy Siphon instead ends Trances and grants Ruin 4 charges.

    2. Egi Assaults are moved to the GCD. Potency is increased. Sourced from the Summoner instead of the Pet.

    Samurai
    1. Hagakure - Sen converts into Meditate stacks. Cooldown is now 60 seconds.

    2. Tsubame Gaeshi - Only usable after Iaijutsu. Grants 1 meditate. 30 second cooldown. 300 potency. Removed from the GCD.

    3. Shoha - Scaling changed to 100/150/250/400/600

    4. Guren Senei - Cooldown reduced to 60 seconds.
    On the RDM part, the manification change would be hell, it’d make a clean opener, but using it throughout the fight would be a pure mana bleed and increasingly difficult to manage to get the procs espically when the combo alone already pushes 1 of ur mana bars past 20 instantly.

    I’ve noticed a lot of people seem to believe manification is the reason RDMs can’t have a smooth opener like other jobs, where it realistically isn’t. The RNG nature of the job is what overall makes things go wonky, it’s not a bad thing, but simply in itself RNG will have moments of changing things. RDM doesn’t have anything consistent or muscle memory wise which is why it ends up misaligning and more at times, because there’s no concrete amount of time between each burst.

    And that embolden change would prolly make for the strongest support ability in the game, we would have to be nerfed harder then current ninja to have something that strong.

    20seconds of pure burst. Which what averages at a 30 sec CD, embolden is already a 800 rdps cooldown, only 200 odd dps beneath trick attacks ability. You would litterally be making RDM the top RDPS choice in the game.
    (0)

  2. #22
    Player
    AvenoMatt's Avatar
    Join Date
    Apr 2017
    Location
    Limsa
    Posts
    310
    Character
    Avnus Vabruyt
    World
    Diabolos
    Main Class
    Machinist Lv 90
    MCH

    Flamethrower - Build 5 Heat very 2s or 25 Heat over it's full duration.
    Wildfire - Increase potency to 250. At 6 Weaponskills that potency will be 1500.
    Barrel Stabilizer - Buffs dmg dealt by 5-10% for 15s.
    (1)

  3. #23
    Player
    Drayos's Avatar
    Join Date
    Jun 2019
    Posts
    292
    Character
    Sethra Rage
    World
    Odin
    Main Class
    Red Mage Lv 80
    My changes to RDM would realistically be.

    - Reprise 320 Potency. Costs 10 of your highest mana.

    - increase the potency of Verfire VerStone and Scorch.

    - Acceleration gets 2 charges on a 40 sec CD.

    - Change Dual cast to reduces the next ability’s cast time by 5 seconds.

    - Vercure increases the damage of your next ability by 20%

    - VerShield new ability - gives the party a shield that absorbs X amount of damage, 120 second CD

    - Verthunder/Veraero ll has a 30% chance to proc impact, which increases the mana gain from impact.

    This would mean although RDM can rezz faster, it would still require swiftcast to instant Rez it doesn’t remove their ability to rezz faster then other jobs, but it stops them being a rezz bot at the same time. While getting a new ability to more proactively aid defensive support for living members of party and rewards for healing. Which also leads into a optimisation during non active time. Two stacks of acceleration would help a lot with the RNG and potientally could help our opener and more throughout the fight garunteeing more procs. The base potency buffs to help shorten the gap between us and BLM, which has risen from 1100 to 2700 and Changing Reprise to fit allowing us to Balance out our own Mana by being able to Reduce the difference between the two bars while allowing it to bring our bars Out of 50+.

    other changes i'd place bets on would be.

    Monk being Nerfed, Dragoon taking Slight Nerfs, while SAM takes its Restructured and some buffs to match it with current BLM Status. Ninjas and Summoners will likely take some buffs through their restructures. and imma pressume the Ranged DPS Roles will take some buffs As all three are pretty low in the field. hopefully reducing the gap back down to 1100, rather then the 2700 Disparity we are currently seeing.

    I dont play any of these roles enough to know ways to fix this though, i know alot advocate for the removal of Trick attack, but i think Yoshis post has confirmed this isnt being considered.
    (2)
    Last edited by Drayos; 08-26-2019 at 07:11 PM.

  4. #24
    Player
    AvenoMatt's Avatar
    Join Date
    Apr 2017
    Location
    Limsa
    Posts
    310
    Character
    Avnus Vabruyt
    World
    Diabolos
    Main Class
    Machinist Lv 90
    DNC

    Curing Waltz - Effect radius increased to 6yalms
    Flourish - All Flourished actions will yield Feathers.
    Saber Dance - Procs Feather Dance III
    Improvisation - Healing buff is separate and lasts the full 15s duration even when Improvisation ends by moving.
    (1)

  5. #25
    Player
    Mansion's Avatar
    Join Date
    Aug 2018
    Location
    Gridania
    Posts
    1,992
    Character
    Mansion Viscera
    World
    Louisoix
    Main Class
    Sage Lv 100
    My take on SMN :

    Ruins have a fixed potency, no DoT scaling.
    Get rid of Energy Drain / Siphon and make Fester / Painflare simple oGCDs with charges so that we don't have to weave 6 oGCDs per minute there (sharing the same recast timer)
    Ruin 4 can stack up to 5. Reintroduce the radom 15% chance of getting Ruin 4 by pet auto attack.
    Devotion is cast from the player, not the pet. Can be cast during Phenix / Bahamut.
    33 seconds duration on DoTs.
    Delete Titan and make Earthen Armour an oGCD with a long cooldown like Manawall. The idea here is that most DPS don't trade DPS for self heal/sustain (Bloodbath, Second Wind, Manawall), while ours has to line up perfectly in the grand scheme of things to be used correctly, and costs us a charge of Ruin 4.
    Separate DWT and FBT recast timers, so that DWT can be used for movement / weaving and not just a Triple Cast.
    (0)

  6. #26
    Player
    Vendalwind's Avatar
    Join Date
    Jul 2019
    Posts
    340
    Character
    Vendal Solairune
    World
    Cactuar
    Main Class
    Ninja Lv 90
    Since NIN is the only one I've spent extensive thought and time in, especially concerning how not to break a class and allow ti to play similar to its current style:

    1: Remove bunny Mudra. Allow missteps to function exactly like dancers. (costs a .5 second wheel spin but doesn't set you back any further) [if combo doesnt make sense/result in a Ninjutsu act as if button was never pushed], Alternately keep bunny, but make it on cast cast Ninjutsu cooldown so you can attempt it again next oGCD slot. TCJ would still need to have bunny removed tho entirely.

    2: Ten Chi Jin triggers effect on Mudra cast with general ~.7 second oGCD cooldown. This removes three button pushes, and effectively reduces the time spent casting the skill(and the immobility) by ~2 seconds (from 5-7 down to 3-5). Total TCJ button count reduced from 7 to 4.

    3: Change Mudras as such: Ten=Fuma, Chi=Raiton, Jin=Katon, Ten->Chi=Suiton, Jin->Ten=Doton, Jin->Ten->Chi=Huton.
    Hyosho from Fuma, Goka from Katon when Kassatsu-ed.
    Hyoton removed.
    Dropping Huton is still punishing, but clipping is now less of a problem in general.
    TCJ paths remain the same (ie Ten Chi Jin would yield Fuma, Raiton, Suiton as normal etc.)

    4: Fuma 280 potency applies a bleeding debuff called Bloodburst lasting 10 seconds worth 220 potency if triggered before it expires.
    Kassatsu-ed Hyosho triggers the effect.
    Both moves (Raiton and Fuma) are now used. Fuma is applied before a Kassatsu for a 100 potency gain over Raiton, but if Kassatsu is unavailble Raiton is the better choice at 400 potency. This encourages better Ninjutsu management further as casting Fuma then Kassatsu next ogcd then Hyosho is proper play. Should also be useable after TCJ if #2 is implemented, otherwise window might be too tight for some ping (TCJ=5-7 seconds + GCD with Kassatsu weave 2 seconds, +GCD with cast). TCJ multiplier should not apply to the debuff.

    5: Throwing Dagger no longer breaks the gcd combo, thus enabling its free use during disconnects. Ninja's do regularly use kunai etc.

    6: Buff Suiton potency to 150, this makes Meisui really just a Ninki control tool since 40 Ninki =1/2 a 500 potency Bhava. Therefore using Suiton->Meisui is not a potency loss compared to Raiton.

    After these changes buff potency with priority to : 1st GCD's, 2nd DWD/Assa, 3rd Ninjutsu maintaining their potency ratios overall.
    (1)
    Last edited by Vendalwind; 08-27-2019 at 06:47 PM.

  7. #27
    Player
    Igeso's Avatar
    Join Date
    Apr 2019
    Posts
    3
    Character
    May Ohnez
    World
    Spriggan
    Main Class
    Summoner Lv 80
    Summoner

    Tri-Disaster :
    * DoT duration increased to 33s

    Energy Drain/Siphon :
    * ED is upgraded to Energy Siphon and deals 100pot AoE with 40% pot reduction for the rest.

    Ruin III :
    + Potency increased to 220 while both DoTs are up.
    * DoT bonus potency is reduced (something like : 180pot for no DoT, 200 for 1, 220 for both).
    * Has 30% chance of giving a Ruin IV stack (increased to 100% while in DWT), you can hold 8 stacks of Ruin IV.

    Ruin II/IV :
    * no longer need both DoT to deal their max damage.

    Devotion :
    + Skill removed for Aetherpact, same skill but launched by the caster instead.
    * Damage bonus reduced to 4% but duration is extended to 20s (to match other raid buffs).

    EAs :
    - Have only 1 stack instead of 2.
    - Cooldown increased to 1min.
    - They no longer generate Ruin IV stacks.
    + Increased potency.

    Bahamut/Phoenix :
    * Stand still.
    * Have a shorter "summon time", so they can react (almost) instantly when you use a spell.
    (6)

  8. #28
    Player
    RadicalPesto's Avatar
    Join Date
    Jan 2019
    Posts
    143
    Character
    Pesto Lady
    World
    Lich
    Main Class
    Red Mage Lv 70
    Quote Originally Posted by AvenoMatt View Post
    Red Mage
    Increase the damage buff duration from Manafication from 10s to 15s or 20s. At the current moment when you use manafiction for the first few seconds of the buff you are doing your melee combo not gaining any of the benefit from the buff.
    The enchanted melee combo is actually magic damage, and does in fact still benefit from the Manafication buff. In Red Mage's kit, the only things that count as physical damage are your off-gcd attacks and the unenchanted combo.
    (0)

  9. #29
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,252
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    QoL:

    Dragoon:
    -Reduce animation frames of Stardiver to be approximately as long of an animation as Dragonfire Dive. At 2.38-2.45 it clips into the next GCD almost every time in raid. Might be ping-related but it's literally the only skills in the game across any job that I am having issues with,
    -Coerthan Torment no longer extends Blood of the Dragon, but now extends Disembowel's buff.
    (1)
    Last edited by Jonnycbad; 08-27-2019 at 01:03 AM.

  10. #30
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Drayos View Post
    On the RDM part, the manification change would be hell, it’d make a clean opener, but using it throughout the fight would be a pure mana bleed and increasingly difficult to manage to get the procs espically when the combo alone already pushes 1 of ur mana bars past 20 instantly.

    I’ve noticed a lot of people seem to believe manification is the reason RDMs can’t have a smooth opener like other jobs, where it realistically isn’t. The RNG nature of the job is what overall makes things go wonky, it’s not a bad thing, but simply in itself RNG will have moments of changing things. RDM doesn’t have anything consistent or muscle memory wise which is why it ends up misaligning and more at times, because there’s no concrete amount of time between each burst.

    And that embolden change would prolly make for the strongest support ability in the game, we would have to be nerfed harder then current ninja to have something that strong.

    20seconds of pure burst. Which what averages at a 30 sec CD, embolden is already a 800 rdps cooldown, only 200 odd dps beneath trick attacks ability. You would litterally be making RDM the top RDPS choice in the game.
    Wayfinder has established that currently Red Mage needs close to a 1,000 dps gain to get to a comparable point to where it stood in Alphascape. This is about what the Embolden change would do, but more importantly, it removes the exclusionary nature of Red Mage + any other caster.

    While the general rule is 'never overcap on mana', we can solve this by extending any sort of capacity gauge in game to 1.8-2x the amount needed to perform an ability. This effectively grants every system a similar 'charge' system to current Polyglot / tank gauges.
    (0)

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