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  1. #1
    Player
    abesut's Avatar
    Join Date
    Aug 2013
    Posts
    74
    Character
    Rau Quby
    World
    Shiva
    Main Class
    Arcanist Lv 50
    a Summoner that doesnt have an identity crisis;

    dots,
    egis from ages past (2.0)
    demi summons with different conditions
    Aetherflow/drain to proc Fester (that feels stitched into the job)
    2x2 egi spells detached from the pet, only spammed to get further ruin.
    Rotation that is all over the place with a job/class that feels like 3 different people having their own idea of what a summoner is, baked into this...job.

    yeah I know we cant get my beloved FF11 summoner post-2012, but I'm hoping of more summons, and that they scrap the abilities/spells that doesnt is related to summoning. It seems more like Summoner was last in line when it came to picking spells from the magic hat, and we just got a mix of the leftovers.
    (3)
    Last edited by abesut; 06-01-2021 at 02:01 AM.

  2. #2
    Player
    Tetsujin's Avatar
    Join Date
    May 2015
    Posts
    180
    Character
    Thymos Helmsplitter
    World
    Ultros
    Main Class
    Monk Lv 90
    DRK:
    Second combo, please! Make the class more fun, Bloodspiller spam is lame.

    DRG:
    Remove eye of the dragon. Yeah, I said it. I don't like having to target others in the middle of DPSing.

    MCH:
    Also remove spam. Make 1-2-3 combo animations based on proc, overheat, or something else. It's not good as a regular set of animations IMO.
    (2)

  3. #3
    Player
    A_moth_called_rose's Avatar
    Join Date
    May 2020
    Location
    Limsa Lominsa
    Posts
    87
    Character
    Straten Vynasch
    World
    Faerie
    Main Class
    Gunbreaker Lv 91
    A secondary gauge or resource for GNB so they can play more like a dps in fending gear
    (0)
    FFXIV - 1.0 classic servers (before the meteor) should happen. I think I want it, and I do.

  4. #4
    Player
    Kazamaiya's Avatar
    Join Date
    Oct 2020
    Location
    Gridania
    Posts
    47
    Character
    Faria Kazamayia
    World
    Lich
    Main Class
    Bard Lv 100

    Bard

    I'd like to see a few major changes to Bard. Most notably a reintroduction of MP usage and a difference in it's utility role.

    Primarily i think reworking Bard's utility to be more focused on protective buffs (like shields, tanky cooldown abilities like Palisade, etc.) would be a huge gamechanger over how Bard is percieved and give it a very interesting and unique niche as a support DPS job.

    Dancer can be the primary DPS support with big DPS buffs, Summoner and Red Mage have Rez abilities to help out the healers, so giving Bard the role of not a lot of DPS buffs with Tanking buffs to help out the tanks would give it attention and a unique role that isn't just overshadowed by MCH or DNC all the time.

    Of course reworking Bard is also something to consider as i personally want it to fit more in the Bardic theme and think changes to the system of Soul Voice (if not the whole song system) need heavy changes and could seamlessly introduce an MP management system that is intricate and interesting while still not detracting from what makes Bard's gameplay style fun (of course addin more oomph to Bard's abilities in sound design is also a huge yes so it feels less weak, but i have noticed quite a few jobs seem to have a lack of oomph in their abilities in sound or feel etc. but that might just be me)
    (2)

  5. #5
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    I just want a big !#@%-off lightning bolt for Black Mage.
    (12)

  6. #6
    Player
    IruruCece's Avatar
    Join Date
    Aug 2019
    Posts
    263
    Character
    Iruma Ceceyigen
    World
    Cactuar
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Kabooa View Post
    I just want a big !#@%-off lightning bolt for Black Mage.
    "I stand in the place bathed in heavenly light, thou art where the gate to the Underworld opens, come forth, divine lightning! This ends now! Indignation!"

    Yeah, that'd be cool.
    (3)

  7. #7
    Player
    Exodus-E's Avatar
    Join Date
    Apr 2014
    Location
    Gridania
    Posts
    506
    Character
    Swygnebb Ahldhyltsyn
    World
    Ragnarok
    Main Class
    Summoner Lv 100
    Summoner
    • Demi-Bahamut being integrated into Dreadwyrm Trance, so it's more in line with Firebird Trance.
    • A dedicated UI window for managing Egi glamours, replacing the need for text commands.
    • An option in Character Configuration for managing all Demi-Summon sizes, replacing the need for text commands.
    • Proper Egi glamours (such as Ramuh-Egi) finally being implemented.
    • Summon II (i.e. Topaz Carbuncle/Titan-Egi) being removed, thus giving its shield skill to ACN/SMN directly through a new Aetherpact skill.
    • Summon (I) and Summon III being renamed to Summon Caster and Summon Attacker respectively.
    • Attacker-type pets getting a "gap closer" skill (similar to Automaton Queen's Roller Dash) so they rush towards targets instantly.
    • ACN/SMN being able to summon both types of pets (i.e. Caster and Attacker) at earlier levels, preferably at Lv.15.
    • Either Physick getting adjusted so it scales to INT (like RDM's Vercure) or replacing it with something else through a trait (like an Everlasting Flight "on demand").
    • Energy Drain being removed and Energy Siphon getting adjusted so it deals more damage on the first enemy to compensate.
    (2)
    Last edited by Exodus-E; 03-23-2021 at 10:18 AM.
    Forever waiting on *new* Egis/summons (e.g. Ramuh-Egi).

  8. #8
    Player
    SpeckledBurd's Avatar
    Join Date
    Oct 2016
    Location
    Ul'dah
    Posts
    708
    Character
    K'ahli K'uhla'tor
    World
    Balmung
    Main Class
    Monk Lv 100
    Monk still has so many problems that fixing it can't just be solved with a handful of actions and traits added to the 80-90 levels. That was the case in Stormblood and they did literally nothing, now Monk has a case for being the worst designed a job has ever been in the history of the game (still probably loses to 4.0 MCH though). As far as changes I'd like to see, well there's a ton.

    Dragon Kick/Leaden Bootshine reworked because the sheer amount of potency lost for missing this is like missing every single Positional a dragoon would have to hit over both of it's combos. IMO it should just go back to being a blunt debuff or some kind of self buff, be it in the form of a percentage of damage or a crit/direct hit rate buff. It worked as that when it was the Blunt Debuff, "fixing" it into Leaden Bootshine is what broke pretty much the entire job, so change it back.

    Chakra needs an extensive rework since RNG chakras feel terrible on their own and the gauge is underdeveloped even compared to other basic "Build and dump" gauges like Ninki or Kenki. In my opinion it needs to build consistently, either by hitting coeurl forms or by Chakra being the reward for hitting certain positionals instead of direct potency and there needs to be more to do than just Forbidden Chakra in Single Target and Enlightenment in AOE. There's absolutely no overhead to it either, which is especially bad during Riddle of Fire. Riddle of Fire is currently just overloaded with oGCDs all of which have strict alignment requirements which works really poorly with Brotherhood's random Chakras. It feels bad every time it comes up because either something falls out of alignment or you're bleeding potency from the Forbidden Chakras you need to be spamming but can't. It is the most unpleasant and least rewarding burst phase I've ever felt in this game. The job is also completely lacking a central mechanic now that Greased Lightning is gone, it just has the poorly built chakra which wouldn't even be enough to support the job on its own if it were more fleshed out. I've been advocating for Blitzes since we spitballed what that might look like in the 70 page "monk needs a rework thread" and since 5.4 was just the tearing down part of the rework without building anything back up, there's still merit mentioning it.

    Speaking of Greased Lightning, there's still an enormous number of skills that were previously designed around Greased Lightning maintenance that either need to go or need revision. Perfect Balance works pretty awkwardly as a direct damage cooldown since optimal useage of it actually requires Twin Snakes to fall off mid RoF for two GCDS, and frankly I think spamming Leaden Bootshines is incredibly unsatisfying. Plus it leaves you Formless which it definitely shouldn't do. IMO it's prime for being used for Blitz inputs should the devs go that way. Anatman shouldn't have existed to begin with and doesn't need to exist at all now, the effect of keeping up Twin Snakes during downtime is basically a joke and I'm at a loss for what it could even do of value since Monk already has other downtime skills like Form Shift or Meditate. Riddle of Earth as 3 charges at 6 seconds each is extremely spammy if you need to use it over a prolonged period (especially if that coincides with Riddle of Fire), IMO it needs a greater duration and less charges, it should be the one for longer periods where you're forced to miss positionals (possibly an 18-20 second duration) while True North is for shorter periods. Tornado Kick's animation is too long to be an oGCD which makes it miss much of it's impact when you use it, we only see the first half of it and then the rest gets clipped by our next weaponskill. This should be a weaponskill we work toward somehow, possibly also tied to Blitzes as one you'd execute (I'd prefer it not to just be on a 30 second cooldown or whatever, those aren't that interesting IMO). Six Sided Star really should just be a level 40 skill or it would need circumstances that would allow it to be used without the extended recast.

    As for other gripes there's the Fist Stances which have never been a system you really engage with meaningfully in combat, there's something that probably could be done with them but I don't trust the devs to not make Tackle Mastery/Enhanced Fists of Fire for the third expansion in a row. They may as well not exist if they're just set and forget. Monk seriously needs a better movement kit, because it's easily got the weakest movement kit out of the melee even with the Six Sided Star pseudo sprint. A lot of the job also just lacks impact right now, most of our heaviest hitting attacks feel weak compared to things like Xenoglossy, Midare, Star Diver or any other number of skills. That's partly an animation/sound design thing, but it's also partially a matter of job flow.

    There's probably something I'm forgetting, but that's at least most of the problems as I see them.
    (8)
    Last edited by SpeckledBurd; 03-23-2021 at 10:51 AM.

  9. #9
    Player
    IruruCece's Avatar
    Join Date
    Aug 2019
    Posts
    263
    Character
    Iruma Ceceyigen
    World
    Cactuar
    Main Class
    Samurai Lv 90
    I'd like to log into Endwalker and find that my Monk job crystal and all associated weapons weren't deleted during the maintenance before the new expac launch, complete with a "Sorry, lol, have some Tomestones" letter in my mailbox.

    That bitterness aside, I want positionals to matter more across all jobs that have them. I want hitting them to be more important, and missing them to be a serious DPS loss, specifically to punish players who refuse to engage with these mechanics. There are jobs that have no positionals, those people can play them instead.

    Right now, the only valid argument against them is that landing them is not "necessary" because the increase in damage overall is so small. But this is a problem that SE more or less created for themselves by trying to get more people to play historically underplayed jobs (like monk), which then spilled over to every melee DPS to one extent or another. SE's attempts at simplification has not resulted in better job design across the board, and many such changes have seemingly failed to take into account how people are actually playing a job, or have been efforts to stop players from taking advantage of the tools SE themselves have provided (the old TK rotation comes to mind), seemingly to curry favor with the "job-Curious" crowd that starts forums threads with "I don't actually play (job here), but I don't like playing it" who ultimately never go on to take that job into content outside of dungeons.

    I mainly want this particular change because if positional requirements are removed, the only real way SE will be able to control melee in boss encounters will be to force movement through more AoEs, more potential Down For The Count phases, and other means to basically strip control and agency away from melee DPS. In turn, this will also affect ranged jobs, as SE will likely want to develop encounters that also place similar levels of stress on them to compensate.

    Of course, given their track record, SE will likely not only make it harder for melee to stay in, they'll also start designing encounters to be more friendly to ranged DPS because sure, why not, I haven't been given reason to trust them to do otherwise.
    (5)

  10. #10
    Player
    Saefinn's Avatar
    Join Date
    Aug 2013
    Posts
    1,673
    Character
    Yesunova Hotgo
    World
    Balmung
    Main Class
    Sage Lv 90
    DNC - with such a good start, don't ruin it. Add more cool stuff so don't let it stagnate either (as I feel RDM did).
    SMN - Egi Glamours, when?
    BLU - "After much testing and seeing how the job is played and how best to balance it. Once you progress so far and unlock a specific set of abilities you will be able to unlock a non-limited version of this job. The abilities you have access to will be balanced to content, and the abilities you have access to are limited to accommodate a viable version of the job you can main"
    (1)

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