You just described Xenoglossy. A GCD with no cast time, technically a 30 second cooldown and two charges... o.ôBLM is perfect so far, imagine a X charges GCD on a cooldown, Comet, that would allow the BLM to use a no-cast GCD while moving.
It would fit the ABC identity of mages while giving them a new QoL tool. It worked with Dashes and jumps.
Problem I see with this solution is that it would go against the idea of BLM always doing big cast to favor the mobility.
All Healers:
- Less healing spells, replaced with more dps spells. They'll never make unavoidable damage frequent enough to warrant this many healing spells. Also it might make it easier for them to make each healer feel more different from each other this way.
- Make all healer buffs stack, shields, AST cards etc. Nerf them if you have to, just don't make having two healers be pointless. Healers are punished the most by buffs not stacking in this game, it negates half our purpose and gameplay, simply for wanting to play our favourite role.
Astrologian (my main):
- Make all the cards we have access to (however many they feel we should) do different things. If that means we only have 2-3 cards in the future, then fine. But having 8 cards that do the exact same thing is not fun.
- Not necessary, but more time magic themed spells would be cool.
That's right, Xenoglossy evolved into taking this aspect. I don't play BLM so it was a worthless opinion.
Let's call this additional GCD "comet".
Comet could extend the fire phase at no cost, it could be the reverse of "Umbral Soul" but designed to help with mobile mechanics.
If that "help" amounts to completely eclipsing a role already held by another skill (e.g. Fire I), and thus amounts merely to less nuance/complexity along a more rigid pacing (the 30s CD), I'd rather pass.That's right, Xenoglossy evolved into taking this aspect. I don't play BLM so it was a worthless opinion.
Let's call this additional GCD "comet".
Comet could extend the fire phase at no cost, it could be the reverse of "Umbral Soul" but designed to help with mobile mechanics.
I'd especially love to see some sort of interplay between the two.
Imagine, for instance, if White Mages could build, say, Blessing of Earth/Wind/Water through their spells (a CD-ed transformation CD turning that all into a more generally potent but less specifically versatile Blessing of Light as it coverts Stone to Glare and Aero spells to Dia), which could then grant utility effects, Stoneskin, Windwalk, or perhaps even summon environmental shields that would reduce damage to allies hiding behind it from raid damage by up to its total HP, etc., or would accelerate the next ally or allies (split) to walk through the mote of wind, etc.?
Or, what if your healing casts generated a further Fluid Aura, allowing you to oGCD duplicate your last spell as if cast by a watery after-image of yourself, usable for both refunding damage and for further intensive/burst healing? Etc., etc.
As a Conjurer, I want to feel like an actual Conjurer, and for the light or White Magic aspects to feel like a powerful culmination or extension of that.
And, of course, the same could be applied to the other healer jobs. I started with White Mage as example only because it's the most generic among them.
for mch i would love to see more "electric" gadgets ....this FFXIV lacks "thunder" , only rdm gets to see some "thunder" , blm thunder is meh...
for aoe calling an airship attack (like LB) would be cool something similar to a garuda eggi attack 1 , a drone can come and toss some missiles on target dmg everyone
CHANGE HEAT BLAST ANIMATION it looks lame on loop
Monk: "More Damage Please."
Journey to all fish: 1383/1729 (348 remaining) [79%]
Player
Might get some lv of flak for this , but RED MAGE
I would like for SE to not only make damage types such as lightning and holy distinct from eachother and with their own uses, but i would like to see red mage with less of a "rotation" based play style. Red mage is supposed to be a perfect mix of white magic, black magic and sword play, but to me it feels a bit lacking on the sword play department, sword play of which is kinda only used as a combo sub-finisher, before throwing out 1 of 2 more elemental magic (elemental magic of which is Verflare and Verholy, 2 seperate spells that are basically exact pallet swaps of eachother)
Posting in this thread again about MNK because while theorycrafting is not at all my strong suit, my last post was a very standard "haha cynical post because MNK is the worst job" kind of message. Not very helpful or constructive, so let's fix that.
The fallout of the dev team's paranoia to make Greased Lightning as hard to drop as possible has given MNK enough skills to adjust for quite literally any kind of disconnect possible. So suffice it to say, I want SE to avoid anymore vertical progression for the job. While this usually includes skills like Anatman, old Riddle of Earth or Form Shift, this also counts for useless traits like Deep Meditation or Enhanced Shoulder Tackle. Changes like that should be QoL, they shouldn't waste a level slot just to make a skill function better. I am aware that vertical progression isn't always a bad thing, especially for an MMORPG, but it's not what MNK needs right now. It should focus on actually mixing up the core of the job now that it has 3 expansions worth of tools under its belt.
A Chakra rework has been the most heavily requested thing for the job for multiple expansions now. It doesn't necessarily have to be a complex gauge, just something that compliments MNK gameplay well and synergises with whatever new central mechanic that the job is hopefully going to get. Whether it be by landing positionals, passively filling over time, or hitting a specific skill - as long as it takes Chakra's biggest critiques into consideration, (RNG, no overhang, only one way to spend Chakra, no relationship with form skills or GL, etc.) I will welcome any form it takes.
Which leads me to my final topic, a new central job mechanic. Looking at most MNK threads will usually lead one to the conclusion that Sabin's Blitz from FFVI should be introduced in some way to MNK. It's easy to see why - form skills and Perfect Balance by sheer coincidence are the perfect catalyst for how Blitz could function. The concept is simple, a combination of form skills (or one full combo) gives you a Blitz, essentially adding a 4th step to your combo with PB allowing you to freely input the Blitz of your choice.
Adding this new mechanic to the job can do a whole lot more than only giving you a 4th weaponskill to now press, it's how the individual Blitz skills themselves that could influence how you play on MNK. As an example, there may be a Blitz which requires you to land double True Strike as part of its input, but rewards you with a stronger Demolish. (ala BLM's Thundercloud) It gives newer players a buffer or a break from positionals without having to remove any existing ones at all as well as returning the power to the rest of your combo skills (not just Bootshine) and a reason to make them freeform in the first place.
There. Hopefully this post is a lot more constructive than my previous MNK wailing.
Last edited by VentVanitas; 06-19-2021 at 01:22 PM.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.