I just want a big !#@%-off lightning bolt for Black Mage.
I just want a big !#@%-off lightning bolt for Black Mage.
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.
Last edited by Exodus-E; 03-23-2021 at 10:18 AM.
Forever waiting on *new* Egis/summons (e.g. Ramuh-Egi).
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.
Last edited by SpeckledBurd; 03-23-2021 at 10:51 AM.
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.
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"
I think the main reason the OGCDs aren't buffed by Embolden/Manafication is so that they're used "when up" instead of holding them for Embolden windows. Having them get buffed would mean figuring out whether holding Contre for 15s and Fleche for 20s makes sense, or just hitting them at the end of the Embolden window makes sense. I makes for an "easier" rotation, just hit those when they're up. Though I agree with Displacement/Engagement and Corps, those line up fine, but also aren't a huge source of damage to care about them not being buffed.
For Red Mage, what I'm really looking forward to is another button to press after our melee combo! /s
What I'd like to see is something like:
1) Ability that does different things depending on which mana is highest (or if they're balanced)
2) A reason other than "this mana is lower" to pick Verholy or Verflare (e.g. Scorch turns into a different ability, like 2 different DoTs and you want to cycle between them to keep each up. Not exactly that, but something similar (putting a buff on you/the party)
I agree with not wanting an addition to our AoE kit. People have been clamoring for a AE combo but please no. AE rotation for all classes is pretty "meh", and they should either make changes to everyone's AE combo, or just leave it as is.
As long as doing more than 4-5 Moulinets wouldn't break you out of that. For AE on trash pulls I'll typically get up to 90-100, Moulinet down to 40-60 and then Manafication and continue the Moulinets. Maybe a nice thing would be to have Moulinet give you a stack of a buff (for, say 10 seconds), once you hit 4 stacks you get access for Verholy/Verflare (or some other ability) and Scorch that is AE, with both "consuming" those stacks and dealing more damage depending on the number of stacks. It would make for a nice AE burst that would feel great. But yeah, otherwise just adding another ability to throw into the AE combo would be kind of disappointing.
For melee as a whole (DRG is my "main" melee class) - I'd like to see the positional system improved upon (ducks). While it's something simple, I love Raiden Thrust on DRG. You combo starter is replaced with a higher potency ability if you hit your positional on a couple of abilities. I'd love to see a "more obvious" visual (maybe audible too) indicator that you hit your positionals. Not for anything other than it feels good whenever you see that pop up. Positionals are easy enough to hit, I just like the "good job" indication because it makes me feel good. Even if the functionality doesn't change, it would act as a nice little dopamine hit. -cough- I also want to see positionals give more of a bonus -cough-
All I really need on samurai is for fuga to be moved to level 15 and for enpi to not break combo.
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