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  1. #1
    Player
    darcstar62's Avatar
    Join Date
    Dec 2017
    Posts
    54
    Character
    Cailee Caitlen
    World
    Brynhildr
    Main Class
    Red Mage Lv 90
    Another SMN here that's actually ok with the job in general. Yes, dying is punishing, but I don't see that as necessarily a bad thing - recovery is part of the challenge of the job. And we all know that pets' responsiveness is bad, but I don't want to see them ax pets completely because of it. I don't think it needs the "tear it down and start over" approach.
    (4)

  2. #2
    Player
    Kahnom's Avatar
    Join Date
    Aug 2014
    Posts
    1,616
    Character
    Arlizz Teirez
    World
    Jenova
    Main Class
    Monk Lv 90
    As Mnk’s refugee, I don’t expect much from MNK’s rework anymore.
    Mnk didn’t have a clear direction where the job supposed to go for the past few expansion.
    If dev. team know what they’re doing, they’d probably done it by now.
    So no expectation from me, and without expectation, I won’t be disappointed.
    (2)

  3. #3
    Player
    Kolsykol's Avatar
    Join Date
    Jul 2015
    Posts
    3,024
    Character
    Aelona Chillwind
    World
    Lich
    Main Class
    Ninja Lv 100
    Monk for most.













    ....
    Now watch us get another situational ability and nothing else again.
    (1)

  4. #4
    Player
    IruruCece's Avatar
    Join Date
    Aug 2019
    Posts
    263
    Character
    Iruma Ceceyigen
    World
    Cactuar
    Main Class
    Samurai Lv 90
    Looking forward to monks getting positionals removed to appease players who yet again don't even play the job at the level cap on a regular basis if at all, followed by interest in the job plummeting to previously unknown levels of "complete lack of interest" for endgame content, followed by yet another half-hearted apology from SE claiming that fixes are still coming.
    (7)

  5. #5
    Player
    Kolsykol's Avatar
    Join Date
    Jul 2015
    Posts
    3,024
    Character
    Aelona Chillwind
    World
    Lich
    Main Class
    Ninja Lv 100
    Quote Originally Posted by IruruCece View Post
    Looking forward to monks getting positionals removed to appease players who yet again don't even play the job at the level cap on a regular basis if at all, followed by interest in the job plummeting to previously unknown levels of "complete lack of interest" for endgame content, followed by yet another half-hearted apology from SE claiming that fixes are still coming.
    *Removes positionals*

    *No other changes*

    '' We fixed MNK guys! ''

    .
    (11)

  6. #6
    Player
    VentVanitas's Avatar
    Join Date
    Feb 2020
    Posts
    676
    Character
    Seiko Hanamura
    World
    Kujata
    Main Class
    Black Mage Lv 100
    I'd be more worried about MNK not getting a new central mechanic rather than the low possibility of positionals being removed from the job. They didn't in SB or ShB and I doubt it'll happen now. After all positionals on MNK only became more prevalent in discussion and gameplay because of the lack of anything to do on the job + they made Leaden Bootshine way too integral to our damage and Chakra generation. I guarantee you would see less people complaining about it if we had a better relationship with positionals as well as actually having something to do.

    Change Dragon Kick to give something that isn't Leaden Fist (big fan of the idea of it giving a 10-15% crit buff to replace Internal Release that people like SpeckledBurd and others have suggested), add a filler/buffer weaponskill to act as a break in between positionals like Touch of Death - then boom, our relationship with positionals would be way better than it is currently.
    (3)
    Last edited by VentVanitas; 03-28-2021 at 12:58 PM.

  7. #7
    Player
    Mansion's Avatar
    Join Date
    Aug 2018
    Location
    Gridania
    Posts
    1,982
    Character
    Mansion Viscera
    World
    Louisoix
    Main Class
    Sage Lv 100
    I don't think WHM needs a "rework", but it could do way better with QoL fixes indeed. A Ruin II equivalent at the very least. Then, as it seems it will have to be balanced against AST for the regen healer spot, I hope they add things to WHM rather than stripping AST even more of its identity and gimmicks.
    Healers need rework, but I'd even say healing needs a deep rework. Encounter design, downtime, job identity, balance... that's a lot of work.


    I kind of think DRK needs attention, given how similar it was made to WAR, it would be nice to have more separate identities for these two jobs. But then, I'm not a Tank expert so my opinion is purely on gameplay feeling.

    I don't know about big reworks from the ground up, but I think some parts of a few jobs could be re-designed.
    I think BRD should get more attention, get a bit of its support back and re-designing some of its rotation. I personally don't like how Apex Arrow works, and I don't like how often Refulgent Arrow procs, it dulls this proc down a lot.
    MCH could get some attention for its Hypercharge window.
    SMN's identity between pet/DoTs/Trances/Aetherflow is all over the place and it should be refocused (on Trances in my opinion).
    (6)

  8. #8
    Player
    Derio's Avatar
    Join Date
    Jun 2015
    Posts
    3,359
    Character
    Derio Uzumaki
    World
    Sargatanas
    Main Class
    Dark Knight Lv 100
    BRD and SMN for sure need a rework and will most likely be the focus of 6.0 outside of the healer changes.

    DRK and WAR will probably see some meaningful changes as well.
    (3)

  9. #9
    Player
    LeonKeyh's Avatar
    Join Date
    May 2020
    Location
    Gridania
    Posts
    655
    Character
    Leon Keyh
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    I foresee (hope) the following:

    AST - Obviously, since it's moving to pure healer
    SCH - I foresee SCH getting a big rework to fit with Sage. I suspect that Scholar and Astrologian will be the "buffing" healers (One shield, One "pure), hopefully SCH will get a bit more than just Chain Strategum. Maybe Aetherflow will be used for party/party member buffs and the heals connected to Aetherflow will just be cooldowns (something like that)
    SMN - I feel like this is the perfect time to really sit down and "fix" SMN since they're already doing the SCH rework. I'd say if it doesn't happen now, it's not likely to happen.


    What I think needs to be reworked:

    All Healers - I don't really heal that often and play SCH whenever I do, but the DPS kit of healers needs to be way more complex than it is, and in normal content I rarely use half of the healing kit. I'd love to see some interplay with damage skills and healing skills (e.g. doing damage buffs your next heal). One of my favorite "healers" I ever played in an MMO was RIFT'S Chloromancer, you would put a buff on a party member and a percentage of any damage you dealt would heal that person. It would allow high skill players to sit there and heal less because they are doing a lot of damage, while those who don't want to stretch themselves can focus on simple DPS skills to boost their healing a little bit but spend most of their GCDs on heals.

    BRD - Gotta figure out something with the DoTs and the party buffs. Right now, the DoTs just feel like a speed bump that you need to get through to start your rotation. (SMN "fixed" this problem with tridisaster basically making it so that DoT management isn't a thing if your rotation is good.) The songs don't really provide a significant amount of support (I feel like there's balance difficulty since buffs need to be useful in 4 man content but not overpowered in 8 man) and the personal DPS isn't great, especially considering the rotation.

    All Ranged Physical- I think all of them need a pass to rebalance and determine an identity. I don't have examples for the other classes, but playing ranged physical DPS felt someone unfulfilling to me

    MNK - I didn't play MNK really before the rework. From my point of view there seem to be a lot of abilities that are artifacts of the original design. It's certainly possible that they'll be more important once we hit 90. It's fun, but it feels like it's between designs right now, that the changes that were made were meant to be a stepping stone between what it was and what it will be.

    DRK/WAR - I switched back and forth every 2-4 levels and leveled WAR and DRK at the same time and it made it pretty painfully obvious how the general gameplay was similar. Delirium and Inner Release are basically the same thing and I feel like they need to be looked at and given their own identities (Both Delirium and Inner Release followed by Bloodspiller and Fell Cleave bad design. I think they should be different).
    (6)

  10. #10
    Player
    LeonKeyh's Avatar
    Join Date
    May 2020
    Location
    Gridania
    Posts
    655
    Character
    Leon Keyh
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Also, of all of the classes, NIN seems to REALLY feel the "filler" part of the overall game DPS design (i.e. Burst Phase followed by Filler until the next Burst Phase). I feel like it needs some more stuff to do between trick attack windows.
    (0)

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