Even snapshotting mitigation like passage or collective unconsciousness is too much, that would give the physical ranged 5 mitigations per 2 minutes and 2 heals between them
Why do we even have healers at this point
Hard agree on this, as Monk you want to track Current Stance, Leaden Fist, the durations of Disciplined Fist (self-buff) and Demolish (dot), Chakra and Perfect Balance, and your major burst cooldowns. Many of those things could be consolidated into a job gauge like Black Mage has.They should give more things a gauge display. Not necessarily turning mechanics into gauges, just making gauge display for existing stuff. Monk's current stance, their buff status from their gcds, same for samurais GCD buffs, dancer indicator for having dance partner tank stance style, etc. Personal buffs that aren't burst phase 120cd ones could probably all use some form of indication on gauges for convenience.
you can track MNK's current stance by... looking at the combo skill you're using lol. there's nothing inherently wrong with the job's gameplay hinging on its "spinning plates" shtick, could it be made more user friendly? sure, putting Twin Snakes' timer on an existing gauge would be a neat change it wouldn't really detract from anything, as well as giving Bootshine the Raiden Thrust treatment so it turns into a different skill when Leaden Fist is active so you know when you've used Opo-opo Dragon Kick. but I don't see the point in making all of its timers gauge elements, you're just putting them somewhere else on the screen at that point and I'd rather have better UI elements than more screen clutter.
Absolutely not. I lived through HW AST. The SB AST gauge was a gamechanger for the job. Plus we don't want to boil down jobs to just "scour through your buff bar and watch your MP gauge." The gauges added much needed readability at a glance for most jobs.
There's a couple changes i'd like to see.
- TBN should not cost mana, and should reward you with a shield on your next Dark mind cast when it breaks.
TBN often won't break because of external mits, which is dumb. Especially when Drk is already expected to deal the lowest dps of all tanks.
- Dark missionary should give a shield too.
To further lean into the shielding fantasy. Perhaps breaking a TBN could also interact with Dark missionary.
- Warrior should lose the shields on Shake it off and BW. I'd probably nerf it's invuln cooldown by 40 seconds or so too.
Warrior is overpowered at the moment, and it has no affinity for magicks anyways, so it doesn't need any form of shielding. Still don't think these nerfs are enough to be honest.
PLD Needs more offensive ogcd's.
No clue what i'd do with Gnb.
In general I wouldn't complain if Invulns CDs were changed across the board to nerf Holmgang and buff Hallowed. I'd change the seconds between them to something like:
280s-Holmgang
300s-Living Dead
320s-Bolide
340s-Hallowed
PLD shouldn't have a CD so long that hallowed barely can be used twice in a fight, and Holmgang being pushed up to 280 SHOULD solve most of the invuln cheese WAR did in tiers like Asphodelos, and I'd rather them just fix the invuln cheese than do something outlandish like tack Magic Vuln Bleeds to every TB again like they did in Abyssos.
I also personally think LD's effect is stronger than Bolide's, so I see no problem giving it a bump as well.
I don't have any very specific desires for changes, just simply want everything to fit in two cross hotbars, and not a button more , and wants jobs to flow more smoothly.
I don't wanna have to stare at my hotbar and also have my eyes dart all around the screen to check timers in enhancements, enfeeblements, party members , mechanics, enemies, all at the same time (I find mnk to be very straining to play because of this, with its varying combos and their effects, feels like I need a custom HUD just for monk)
Ah wait I lied. I got one specific change I'd like to see, with paladin. Remove the oath gauge cost from cover, it's already got a cooldown on it. That's enough. Cover doesn't really get used a lot, and if it does need to be used it's probably a pretty rough run and you'll need that gauge for sheltron. I see cover being used for fun more often than necessity. ie me and friends team up for roulettes , and the pld runs after the BLM with a tank buster, throws cover on them, and people laugh then continue pummeling panda bosses while the random healer has a heart attack. (I'm not the guy doing these things, I'm the mch off to the side watching the shenanigans unfold and making sure im outta the way)
Change Triple Triad into a Job which summons monsters from cards.
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DEVOUR
I hope they take all the cool ideas that are in PVP, and add them to PVE like
Walking casts for BRD, and MCH
More funky movement attacks like Hissatsu Soten for SAM or Sky High for DRG
Letting Deployment Tactics work on more buffs, and debuffs for SCH
DRK being able to spend its HP on attacks
Maybe distance based damage like on BRD, and DRG
Double Cast for AST
Walking channels like Honing Dance for DNC or Relentless Rush for GNB
(General)
1. Move skills down for early levels, leave later levels for things that aren't that important or are upgrades to skills, by level 50 each class should pretty much be following their core rotation.
2. Raid buff Varity in timers, Even more single target buffs.
3. Tank change to 30% Mitigations make them more interesting & Different, Rampart can be removed at this point as its a really boring flat skill.
4. Healers should actually have to GCD heal as that adds risk vs reward, also some more procs and damage buttons would be neat.
PLD
-Merge/trim some buttons, Add back Goring blade as a second combo finisher (can do something else), soft rotation rework in general, Clemency becomes a MP Spender misuse of it will lead to you ruining your burst but proper useage will let you get around 1-2 per minute It would remain as a emergency tool as well, Shield Bash OGCD Stun that replaces gap closer damage (gap closer can now target party members), Holy Sheltron becomes Mit(15-20%) + Barrier(15%?) (like pvp, instead of a heal and 30% mit), Cover Adds knockback immunity for both you and the target, Cleans esuna debuffs for you and target (both before and after), small regen 100-150potency for target and self, range increase, off gauge.
DRK
-Add more combo actions, Spread out the OGCD's so you're pressing more outside burst, Add more "magic" looking single target animations, Oblation should have a small life steal effect (200 per hit, not per enemy). Dark Missionary replaced with a barrier AOE, as that fits DRK, this job deserves a soft rework in general.
Warrior
-bloodwhettings split into two skills on the same timer one that Mitigates one that heals you per hit (not per enemy), you can only grant Mitigation to ally (not heals), Increase the jobs max hp by 20% to compensate for this Warrior should have less mitigations and be more about controlling your hp pool with healing (obviously warrior should still have mitigations, just to a extent that is fair). Bring back Gauge options, Remove shake it off for a mitigation intimidation ability. (stronger reprisal basically).
Casters
-SMN: Add more casts to this job, currently it plays like a phys ranged job. It no longer feels like a "caster" which if i wanted to play phys ranged I'd play phys ranged.
-RDM: Honestly I'd love to see more white magic elements to the job Just not at the cost of more damage, it's currently already too low for something that requires a lot of positioning.
-BLM: Please just don't touch this job.
Physical Ranged
ALL: Bring back the "support dps" elements of phys ranged, they clearly can't be top DPS jobs so at least let them have something to make them more desirable outside the "1% buff".
Last edited by Rithy255; 02-24-2024 at 06:58 PM.
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