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  1. #1
    Player
    Astryoneus's Avatar
    Join Date
    Jul 2014
    Location
    Gridania
    Posts
    79
    Character
    Thana Rah'thazel
    World
    Zodiark
    Main Class
    Arcanist Lv 97
    Healers
    Giving Healers some means of recovering MP during combat. Such as granting 500-1500MP by casting Glare, Broil or Malefic.

    While under CC effects, Healers are unable to Purify their party members if their character is turned away from said member. The playerbase at large considers this a design flaw, please fix the facing requirement from the ability.
    (14)

  2. #2
    Player
    Astryoneus's Avatar
    Join Date
    Jul 2014
    Location
    Gridania
    Posts
    79
    Character
    Thana Rah'thazel
    World
    Zodiark
    Main Class
    Arcanist Lv 97
    Ranged/Caster
    The playerbase feels Ranged Physical and Casters having close-range AoE (Enchanted Moulinet/Quick Nock/Spread Shot) is a poor design choice. The design mainly affects Frontline and Rival Wing modes, where moving in close-range to use AoE abilities often gets you killed very quickly, especially because it feels like these abilities were added with Frontline in mind.

    Examples: Wide Volley for Bard, Grenade Shot for Machinist, a reworked Contre Sixte (on the GCD, gauge cost added) for Red Mage.
    (11)

  3. #3
    Player
    Waaltar's Avatar
    Join Date
    Mar 2011
    Posts
    144
    Character
    Berenice Vegetables
    World
    Cactuar
    Main Class
    Black Mage Lv 90
    Quote Originally Posted by Astryoneus View Post
    Ranged/Caster
    The playerbase feels Ranged Physical and Casters having close-range AoE (Enchanted Moulinet/Quick Nock/Spread Shot) is a poor design choice. The design mainly affects Frontline and Rival Wing modes, where moving in close-range to use AoE abilities often gets you killed very quickly, especially because it feels like these abilities were added with Frontline in mind.

    Examples: Wide Volley for Bard, Grenade Shot for Machinist, a reworked Contre Sixte (on the GCD, gauge cost added) for Red Mage.
    After I realized it wasn't just me, I find it funny now how often Black Mage casts their adrenaline rush and then dies. Range is based on the center of the circle and it's a big circle so you have to get pretty close to cast it on a group. Then everyone sees the aoe marker and the Black Mage gets focused while doing their long cast time and can't use medical kit etc until after. I think it's only slightly better for ranged classes with the line attack but the damage is weak and if I get hit with it, I usually have medical kit to use or I wouldn't be in range. And the real best thing about the Black Mage aoe is hitting a bunch of people with the cometeor +25% dmg for iirc 10 seconds debuff anyway, rather than the damage itself.

    I certainly wouldn't mind another 10 or 15 yalms on Thunder 2 and Freeze and Foul/Flare. In Frontline Onsal Hakir, we are irrelevant fighting on a node until we move forward and spend our medical kits quickly. Even with our full burst up, we don't usually have enough to burst down non-tank melee players diving into the backlines and our aoe is mostly useless in that backline role. Keeping people from capping nodes with AOE is fun but a niche thing and again you have to run forward for that.
    (0)

  4. #4
    Player
    Astryoneus's Avatar
    Join Date
    Jul 2014
    Location
    Gridania
    Posts
    79
    Character
    Thana Rah'thazel
    World
    Zodiark
    Main Class
    Arcanist Lv 97
    White Mage
    Revert the change to White Mages' Regen spell. Bringing up other Healer Jobs was necessary, but bringing down White Mage at the same time was unnecessary.
    (6)

  5. #5
    Player
    Astryoneus's Avatar
    Join Date
    Jul 2014
    Location
    Gridania
    Posts
    79
    Character
    Thana Rah'thazel
    World
    Zodiark
    Main Class
    Arcanist Lv 97
    Gunbreaker
    Bring back the Draw and Junction ability to GNB: This core ability allowed for more variation, strategy, and utility that was unique to GNB that was both fun and interesting and an overall disappointment to lose.

    Give GNB better utility, or more damage to compete with the other tanks: Currently GNB's damage does not make up for the utility the other tanks can bring(i.e. Vuln Up + Holmgang, Damage down + Ranged Burst + Hallowed, Healing Down at almost 100% uptime, etc.). This can be balanced by either a flat increase to GNB's damage equivalent to the utility lost, or additional utility to even out the playing field(Draw and Junction).

    Don't have the Gnashing Fang combo interrupt your single target or AoE combo: It doesn't in PVE, no reason it should in PVP.

    Increase the Fast Draw(Haste) max duration from 15sec to 20-25sec and implement GNB's Fast Draw buff timer onto it's job gauge: Comparing this to DRK's Darkside buff that only requires a single oGCD to maintain, with a max duration of 30sec; to GNB's Fast Draw that requires a gauge spent GCD to maintain(3 GCD's to max value at 3 stacks), but only has a max duration of 15sec, it is non-equivical in favor of DRK. Another possibility would be to make Lightning Shot an oGCD on a 20-30sec timer, keeping the same effect in order to make maintaining the buff far less of a burden.

    Either make it so the shield removal from Bow Shock happens before the damage, make Bow Shock do 0 damage and decrease the cooldown, or change it to something else entirely: As it stands now, Bow Shock will do damage to the shield it is trying to remove, before the shield is actually removed, making the ability counter productive.
    (8)

  6. #6
    Player
    Astryoneus's Avatar
    Join Date
    Jul 2014
    Location
    Gridania
    Posts
    79
    Character
    Thana Rah'thazel
    World
    Zodiark
    Main Class
    Arcanist Lv 97
    Ninja
    Changing Ill Wind into Jugulate (AoE into single target Silence) from the past would help balance Ninja. No decrease in potency needed.
    (4)

  7. #7
    Player
    Astryoneus's Avatar
    Join Date
    Jul 2014
    Location
    Gridania
    Posts
    79
    Character
    Thana Rah'thazel
    World
    Zodiark
    Main Class
    Arcanist Lv 97
    Machinist
    Machinist needs Between The Eyes or some other form of defnitive burst. Currently the burst window for Machinist is with Drill and Hypercharge (all of them on the GCD) which does not compare to, for example, Dancer's definitive burst window. Increasing the Hypercharge combo potencies would be ideal, if Hypercharge is to remain as the main burst window of the Job. In it's current iteration, the Job feels clunky to use and the reward to effort ratio is not in the right place.
    (10)

  8. #8
    Player
    Praesul's Avatar
    Join Date
    Jan 2014
    Location
    Ul'Dah
    Posts
    365
    Character
    Praesul Presul
    World
    Balmung
    Main Class
    Warrior Lv 100
    Dark Knight
    We all know DRK, and to be more specific Edge of Shadow is pretty problematic right now, but I feel like most suggestions to the skill tend to go a bit far. I don't agree that the skill should deal less damage, or be nerfed to 10% instead of 20%. 10% is basically irrelevant, at that number it's almost not even noticeable whether it's reducing any healing or not. If we wanted to keep it just as spammable, then maybe it'd be an alright path to go? But I think the bigger issue is how often the debuff can be applied more than anything else.

    I think the MP cost of EoS should simply be increased, enough so that passive MP regen is not enough to fund it so you have to make conscious effort tom keep your MP pool at a good amount. With TBN being 0 MP, all your MP goes exclusively to EoS which makes it far too easy to manage. I do think TBN should be free, because now that every tank has a party support button it would be unfair for one to arbitrarily have a cost while the others are free and on the same cooldown.

    I think increasing the cost to perhaps 3300 or higher would go a long way to putting the job back in line. At 3.3k the ability can only be used a maximum of 3 times in a row, and enough of a cost that you would struggle to keep uptime on the Darkside buff unless you made an effort in your MP management. The MP cost could even be a bit higher, to account for passive MP ticks (250 roughly every 3 secs). In two souleater combos you'd get back about 1.5k MP when taking into account passive MP regen, more if you had a bloodspiller held. But I feel 5k or more would be far too restrictive with the way the ability works now, so I'd say 3.3k~ is a good spot. If the MP cost were increased any further I'd say the duration of the debuff should be higher to compensate otherwise it would be too weak.

    As for the debuff stacking being problematic...The devs would have to change how stacking currently works otherwise it wouldn't be consistent. Damage up and damage down effects stack, like caster LB + inner chaos + feint and whatnot, which are already strong effects than healing down. To have them not stack would be confusing and inconsistent. I think the bigger issue is how consistently available the debuffs are rather than the effect itself. When it comes to damage up effects they're locked behind cooldowns (as is the case with feint, phantom dart, caster LB etc), so if you hit the availability of EoS and Biolysis I think it'd be the proper route to go.

    I really like the way EoS works and I feel like it'd be a shame to gut it or change the way it functions. More diversity is good, and if anything I feel like the other tanks should be brought up to DRK's level rather than the job be brought down.

    Warrior
    Honestly WAR is in a pretty good spot, it's just in comparison to DRK it's not as good. If any changes were to be made to the job, they should be small ones rather than anything major.

    I like the idea of Onslaught being a stun again, that on its own would be really good (working under the assumption that all tank stuns get changed too, with low blow being removed from WAR).

    I also think IC should generate some gauge again, WAR's personal damage feels lacking and I understand that it's balanced out by the fact that IC increases your party's damage, but the damage still feels lower than it should be.
    Also i think most of the WAR playerbase can agree that NF should be self castable. Using it on yourself without a party member is a buff for rare situations where you're by yourself, but is actually detrimental in party play. You'd be losing out on half of the skill's effect if you use it just on yourself, so I feel like it's not really a buff but more of a tradeoff. (It should also be self castable in pve, reeee)
    (3)
    Last edited by Praesul; 06-17-2020 at 10:27 AM. Reason: WAR stuff added

  9. #9
    Player
    snipski's Avatar
    Join Date
    Aug 2013
    Location
    Sweden
    Posts
    235
    Character
    Lloyd Irving
    World
    Odin
    Main Class
    Goldsmith Lv 90
    Just make the DRK Healing down debuff not stack with Scholars healing down debuff and nerf TBN abit, because TBN is stupidly powerful it migates so much damage and can save you alot compared to the other tanks version.

    As a Ninja Main , Dragoon needs to be nerfed down in overall damage because holy shit Dragoons pulling 300k or even 400k with dancer just isn't right, as a Ninja im glad if i can pull 250k dmg in a match.
    And the Piercing Talon needs to be nerfed down in potency or something, force Dragoon to having to be in melee range more.

    Samurai, Monk and Ninja seems fairly balanced i would love having trick attack back to 20% because how hard it is to use correctly in the small Feast map you almost always end up getting it interrupted or getting hit by some aoe in there.
    (1)
    Last edited by snipski; 06-19-2020 at 08:07 AM.

  10. 06-20-2020 09:48 AM

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