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  1. #1
    Player
    Firework's Avatar
    Join Date
    Jan 2016
    Posts
    31
    Character
    Emrys Twinrova
    World
    Zalera
    Main Class
    Astrologian Lv 90

    Job changes you'd like to see in Endwalker?

    Serious suggestion only please
    Changes I'd personally like to see are:

    1. Traits that change Fire 2 into Flare and Blizzard 2 into Freeze. At certain levels those spells aren't even used anymore, but we can't take them off our hotbars because we need them for low level content.

    2. Removal of Fluid Aura. It's useless and a waste of hotbar space. Other healers don't have a bind, so SE clearly doesn't even believe they need it.

    3. Switch the cast time of Scatter/Impact with Veraero 2 and Verthunder 2. Having RDM's AOE rotation flipped from the single target rotation can get confusing. Switching the cast times will match both rotations and line Jolt > Veraero/Verthunder up with Impact > Veraero 2/Verthunder 2.

    4. Remove gauge costs for Onslaught, Hissatsu: Gyoten, and Hissatsu: Yaten. No other tanks or DPS jobs require gauge for their tackles or disengagement skills, so it's silly that WAR and SAM do. WAR and SAM can't even use them without screwing up their rotations and losing overall damage because they need their gauge for other skills.

    5. A skill like Bane for BRD, please. It's such a pain to apply 2 DOTs to every single enemy in a pull to increase our song stacks faster and do more damage overall, and it's an ability we've wanted for a long time.
    (0)
    Last edited by Firework; 05-31-2021 at 07:18 AM.

  2. #2
    Player
    ReiMakoto's Avatar
    Join Date
    Jun 2017
    Posts
    1,197
    Character
    Rei Makato
    World
    Zodiark
    Main Class
    Machinist Lv 90
    Quote Originally Posted by Firework View Post
    Serious suggestion only please
    Changes I'd personally like to see are:

    1. Traits that change Fire 2 into Flare and Blizzard 2 into Freeze. At certain levels those spells aren't even used anymore, but we can't take them off our hotbars because we need them for low level content.

    2. Removal of Fluid Aura. It's useless and a waste of hotbar space. Other healers don't have a bind, so SE clearly doesn't even believe they need it.

    3. Switch the cooldowns of Scatter/Impact with Veraero 2 and Verthunder 2. Having RDM's AOE rotation flipped from the single target rotation can get confusing. Switching the cooldown will match both rotations and line Jolt > Veraero/Verthunder up with Impact > Veraero 2/Verthunder 2.

    4. Remove gauge costs for Onslaught, Hissatsu: Gyoten, and Hissatsu: Yaten. No other tanks or DPS jobs require gauge for their tackles or disengagement skills, so it's silly that WAR and SAM do. WAR and SAM can't even use them without screwing up their rotations and losing overall damage because they need their gauge for other skills.
    On point 4, WAR and SAM having their gap closers on a gauge not a CD is actually an advantage, it means that they are used explicitly for their purpose of gap closing and not in coordination with their burst phase. It means that you can use them when theyre needed instead, and when using them when needed they are not or are a very minor dps loss at the cost of the utility of the skill. If they were on 2 charges you'd have to save both charges for IR, which can catch you with your trousers down, and there's also nothing more annoying than the dps loss of having to save a gap closer for outside your burst for a mechanic, (which is a similarly small loss to using your gauge).
    (5)
    Savage Completion Rate ~5%+ of active players. Community: "Ugh stop catering to savage"
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    Blue Mage Morbol Mount Aquisition ~0.01% of active players. Community: "WoW bLuE mAgE iS sO fUn AnD aCtIvE i CaN't WaIt FoR mOrE lImItEd JoBs"

  3. #3
    Player
    Firework's Avatar
    Join Date
    Jan 2016
    Posts
    31
    Character
    Emrys Twinrova
    World
    Zalera
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by ReiMakoto View Post
    On point 4, WAR and SAM having their gap closers on a gauge not a CD is actually an advantage, it means that they are used explicitly for their purpose of gap closing and not in coordination with their burst phase. It means that you can use them when theyre needed instead, and when using them when needed they are not or are a very minor dps loss at the cost of the utility of the skill. If they were on 2 charges you'd have to save both charges for IR, which can catch you with your trousers down, and there's also nothing more annoying than the dps loss of having to save a gap closer for outside your burst for a mechanic, (which is a similarly small loss to using your gauge).
    An alternate option then would be to kill 2 birds with one stone by removing damage from gap closers altogether. People won't be tempted to use them when they aren't needed which also removes the need for a gauge. The only jobs that really make necessary use of the damage are RDM and DRG, which use gap closers as integral parts of their rotations. Gap closers are optional for every other job. It wouldn't be the first time they've done it either. Repelling shot for example used to have damage on it, but it was removed and now people only use it as a disengage ability, so we know it works.

    WAR would probably get 2 charges on its gap closer like every other tank. SAM... Idk. I think DNC is the only DPS that has charges on a movement skill iirc.
    (1)
    Last edited by Firework; 05-21-2021 at 01:11 AM.

  4. #4
    Player
    zeylos's Avatar
    Join Date
    Mar 2019
    Posts
    1,559
    Character
    Aisha Starglow
    World
    Zodiark
    Main Class
    Scholar Lv 80
    Quote Originally Posted by Firework View Post
    Serious suggestion only please
    Changes I'd personally like to see are:

    1. Traits that change Fire 2 into Flare and Blizzard 2 into Freeze. At certain levels those spells aren't even used anymore, but we can't take them off our hotbars because we need them for low level content.

    2. Removal of Fluid Aura. It's useless and a waste of hotbar space. Other healers don't have a bind, so SE clearly doesn't even believe they need it.

    3. Switch the cooldowns of Scatter/Impact with Veraero 2 and Verthunder 2. Having RDM's AOE rotation flipped from the single target rotation can get confusing. Switching the cooldown will match both rotations and line Jolt > Veraero/Verthunder up with Impact > Veraero 2/Verthunder 2.

    4. Remove gauge costs for Onslaught, Hissatsu: Gyoten, and Hissatsu: Yaten. No other tanks or DPS jobs require gauge for their tackles or disengagement skills, so it's silly that WAR and SAM do. WAR and SAM can't even use them without screwing up their rotations and losing overall damage because they need their gauge for other skills.
    SMN becoming a full time 'demi-egi' summoner, cooler looking egis imo would be really good, and hopefully egi glamour perhaps
    (0)

  5. #5
    Player
    Firework's Avatar
    Join Date
    Jan 2016
    Posts
    31
    Character
    Emrys Twinrova
    World
    Zalera
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by zeylos View Post
    SMN becoming a full time 'demi-egi' summoner, cooler looking egis imo would be really good, and hopefully egi glamour perhaps
    I've actually been thinking for a while they should pull back on the focus of DOT's on SMN and go full pet job. DOT gameplay is a leftover mechanic of ACN from the old days and SCH/SMN don't function that way anymore. Shadow Flare is gone, Miasma 2 is gone and now miasma just skips from 1 to 3 on SMN, SCH doesn't even have the ACN DOTs anymore, Fester just feels weird on SMN since they've already made changes to make it a lot more pet-oriented. It feels like it's still split between DOTs and pet. They've also struggled with balancing SMN for a long time and they always adjusted DOT potencies to try to balance. Maybe shifting focus would help with that.
    (1)
    Last edited by Firework; 05-21-2021 at 02:43 AM.

  6. #6
    Player
    Rollout's Avatar
    Join Date
    Feb 2017
    Location
    Ul'Dah
    Posts
    189
    Character
    Roxanne Steele
    World
    Gilgamesh
    Main Class
    Monk Lv 90
    I posted this in another thread, but I'll post it here, too.

    I'd like for them to get rid of pets as a system, but still keep the Fairies and Egis as job mechanics.

    For Arcanists, when they draw their book, a Carbuncle will appear at your heel and move with you, like it's part of your character model. Instead of Ruin and Ruin 2, your GCDs are attacks that originate from Carbuncle.

    At level 30, Scholars lose access to the Carbuncle, obviously, with Eos or Selene hovering over your shoulder, again moving like it's part of your character model. The Carbuncle-themed GCDs are changed to Broil and Ruin 2 (likely changed to just Ruin, since Ruin wouldn't exist anymore in this scenario). Physick can upgrade to Embrace, making it a slightly more potent heal which features both you and your fairy casting it together. And any actions that were originally you commanding your fairy to do them would instead just come straight from you.

    At level 30, Summoners keep Carbuncle, as the theme of the job should be to be using your summons and, being your first summon, it should stick around. Egis are instead summoned for powerful oGCDs, attacking like how the Reaper's Void Avatar does in the reveal trailer for it. I was thinking the Egis could be summoned from three abilities, a power single-target, a modest AoE and a support move, likely a shield. Summoners can also have access to a special menu where they can assign any Egi of a Primal they've defeated to these skills, so players are free to choose whichever summon they want for each attack. For Dreadwyrm Trance, I'd make it so that Carbuncle is dispersed with a Bahamut effigy appearing briefly, allowing us to use the form, and when Demi-Bahamut is unlocked, he's summoned along with using the Trance, to make it consistent with Firebird Trance and Demi-Phoenix.

    Aside from those two, I want them to make Dark Knight more unique, instead of just "edgy Warrior". I wanted them to roll the effects of Dark Arts into Darkside and make it so that Darkside consumes Black Blood for each action you use. Since Bloodspiller and Quietus consume Black Blood, I would change it so that Bloodspiller replaces Souleater while in Darkside with a larger potency increase, and Quietus can either be a powerful oGCD, or just a GCD you can spam while in Darkside. Delirium can be changed to grant you 50 Black Blood.
    (1)

  7. #7
    Player
    ItMe's Avatar
    Join Date
    Jun 2020
    Location
    Lumsa Lomsa
    Posts
    4,178
    Character
    Iiiiiiiiiiit's Meeeee
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    I put this in another thread earlier today, but...
    I just wanna see all jobs have 32 or less actions/role actions so I don't have to do anything strange to get it all on my controller hotbars...
    (5)

  8. #8
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,607
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    I know this won't happen, but I kinda wish we'd go away from just having AoE spam and AoE versions of everything that hardly ever get used outside of dungeons and FATEs. I don't really think we need AoE combos, honestly. AoE finishers maybe, and tools that are useful against single enemies that also happen to be AoE absolutely. BLM's Foul was great, but did we really need Xenoglossy?

    MCH players know what I'm talking about. Auto-Crossbow and Bio Blaster have no value outside trash mobs 95% of the time. Why not make some kind of combo system with Auto-Crossbow and Heat Blast as well as possibly a 3rd Hypercharge button. And why not make Bio Blaster's DoT longer like 60 seconds (Higanbana length)? I don't like having this separate half-hotbar that I just swap in for AoE circumstances and otherwise ignore.

    Dancer has Windmill and Bladeshower as examples of this, but it does a much better job with Rising Windmill and Bloodshower being DPS gains over Cascade and Fountain against single enemies and are granted to you through Flourish.
    (1)

  9. #9
    Player
    Bacon4Makin's Avatar
    Join Date
    Feb 2019
    Location
    Gridania
    Posts
    35
    Character
    Rohan Newbery
    World
    Malboro
    Main Class
    Warrior Lv 90
    I get what you mean but I have two reasons I disagree, first I think the animations for AoE abilities are cool, like freeze and I'd be sad to see a lame WoW system where every slash ends up cleaving all the enemies. As for single target replacement abilities like Xenoglossy and Senei are not only cool, but they allow the devs to have some filler abilities, by having these we slow down the change of a class and slow down the need for reworks (hopefully at least)
    (0)

  10. #10
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,607
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by Bacon4Makin View Post
    I get what you mean but I have two reasons I disagree, first I think the animations for AoE abilities are cool, like freeze and I'd be sad to see a lame WoW system where every slash ends up cleaving all the enemies. As for single target replacement abilities like Xenoglossy and Senei are not only cool, but they allow the devs to have some filler abilities, by having these we slow down the change of a class and slow down the need for reworks (hopefully at least)
    I get what you mean. I think we don't necessarily need to just delete AoE buttons, just find ways for them to have value outside of just gunning down trash mobs, and I don't think all attacks should just also happen to be AoE. Things like Sabre Dance and Afflatus Misery are perfectly fine and I don't really want to just get a single target button for both of those and call it a day. I also think just having upgrades like how the healers get new animations is a nice touch as well to keep abilities looking cool which can help create a bit more "filler." It just sucks having half a hotbar full of stuff that has 0 value in most boss fights.

    Also in defense of cool animations, that's more a reason to want these abilities to have use against single enemies. I love Four-point Fury, Bio Blaster, Gravity, etc. Give me a reason to use them against a boss, not just in a crowd of 7 enemies where I can barely see the animation anyway.
    (1)

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