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  1. #1
    Player
    Renathras's Avatar
    Join Date
    Dec 2014
    Posts
    2,747
    Character
    Ren Thras
    World
    Famfrit
    Main Class
    White Mage Lv 100

    7.0 Tank/Healer/DPS Wishlist

    A thread with a simple premise:

    Say which Job(s) you play and what you most want for them/those Jobs (changes or staying the same, you're allowed to want whatever you feel you want) to have come in 7.0.

    Made a thread like this in the DPS forum, thought it might be nice to have a more general one for all roles and see what people think.
    (1)
    Last edited by Renathras; 11-30-2023 at 05:30 AM.

  2. #2
    Player
    Derio's Avatar
    Join Date
    Jun 2015
    Posts
    3,350
    Character
    Derio Uzumaki
    World
    Sargatanas
    Main Class
    Dark Knight Lv 100
    Healers to have more than just 2 damage buttons.
    Better tank balance in terms of mitigation, self sustain and damage.
    If melee positionals are removed then add something else for melees.
    (7)

  3. #3
    Player
    Oizen's Avatar
    Join Date
    Oct 2021
    Location
    playing other games like yoshida intended
    Posts
    2,280
    Character
    Alondite Ragnell
    World
    Marilith
    Main Class
    Dark Knight Lv 100
    I want them to Balance Tanks defensively and in terms of Party utility and mitigation.

    There is no reason for PLD and WAR to be brining almost 1.5x as much sustain and party sustain to a fight if they're also doing the exact same damage as GNB and DRK. The stats we have about this are honestly comical to look at.
    (9)

  4. #4
    Player
    mallleable's Avatar
    Join Date
    May 2021
    Posts
    1,165
    Character
    Malia Tri'el
    World
    Behemoth
    Main Class
    Bard Lv 100
    BRD
    - better song usability -- make them not require a target, and maybe give them a shorter duration with shorter cooldown, and give each song 2 charges with a means to convert excess coda into gauge
    - song name, and animation upgrades
    - give Burst Shot the pvp half-cast mechanic
    - more instances of damage like Barrage that occur throughout its rotation, and not just during raid burst
    - cut dots or bring back some form of proc interaction with dot ticks
    - a party sprint utility song

    MCH
    - rebalance Wildfire to have a shorter cooldown, let it crit/dh, and let it do aoe damage
    - bring in the pvp sniper rifle, and make sure it hits HARD
    - aoe automaton
    - Auto Crossbow interacts with Gauss Round/Ricochet cooldowns
    - Flamethrower interaction with Bioblaster

    RDM
    - more opportunities to preform melee attacks
    - some way to do a reverse burst where you start with a magic combo that leads into a melee combo
    - nerf Verraise

    SMN
    - summon Leviathan, Ramuh, and Shiva
    - more hard casts

    BLU
    - Curling Iron from Barbariccia as a haste buff with a long duration
    - Harrowing Hell from p10n as like a physical damage Surpanakha
    - Ravening from p9n as a coinflip physical or magical damage buff with a chance to grant both from the beast spirit

    melee dps
    - I finally find a melee dps I enjoy playing either through changes to existing jobs or Viper

    GNB
    - a zero damage weaponskill with either a cast time or triggers the global cooldown with a longish gcd that grants one cartridge to help with moments when a boss becomes un-targetable at odd times
    - add barrier HP to Heart of Light so it can protect against physical damage as well
    - let Blasting Zone deal line aoe damage
    - fix the bug where Double Down never crits under raid buffs
    - rework Sonic Break to basically be Powder Mark from e11 -- ie it causes the afflicted enemy to explode when the debuff expires instead of it being a dot

    DRK
    - rework the job so it still feels somewhat berserkery with out the warrior stink somehow
    - add a one button, three part gcd combo that costs blood gauge so it also feels knightly like GNB, and PLD
    - thematically better communicate that MP is supposed to be a stand-in for your HP
    - improve its ability to withstand, and protect against physical damage

    SGE
    - something like a Hypercharge window that gives SGE access to instant 1.5 second gcd spells
    - an ability that grants Kardia to the whole party for a short time
    - give SGE access to its dot at an earlier level

    WHM
    - delete Free Cure trait
    - replace Free Cure with a trait that makes damage spells have useable chance to make cure 1/2 instant for low levels
    - cure 1 upgrades to cure 2
    - bring in Afflatus Purgation from pvp somehow

    Generally, I think % mitigation buffs/debuffs are a bit too strong, and prevalent so I think scaling them back a bit will improve the feel of incoming damage for healers.
    (4)
    Last edited by mallleable; 11-30-2023 at 07:09 AM.

  5. #5
    Player
    CaptainLagbeard's Avatar
    Join Date
    Aug 2013
    Posts
    2,245
    Character
    Rhaya Jakkya
    World
    Odin
    Main Class
    White Mage Lv 100
    Edit to list stuff out

    Tanks
    -Role Ability for pulling enemies to you
    -Give Tank stances unique effects again, like how Shield Oath and Grit used to reduce damage taken and Defiance used to increase max HP.

    PLD
    -Just revert the job back to it's pre 6.3 form, the class is STILL weaker than it was before the rework even after it's been buffed a few times.
    -Bring back Stoneskin as a PLD spell

    Ranged Phys
    - Make Warden's Paean into a role ability and give BRD another support skill in it's place.

    WHM
    -Seraph Strike in PvE as a Lily spender

    SCH
    -Bring back Selene and her skills

    SMN
    -Make Physick function like Vercure by having it scale with INT rather than MND
    (1)
    Last edited by CaptainLagbeard; 11-30-2023 at 08:03 AM.

  6. #6
    Player
    Sebazy's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    3,468
    Character
    Sebazy Spiritwalker
    World
    Ragnarok
    Main Class
    White Mage Lv 90
    WHM - Don't bore me to tears in content where there's little to no healing pressure. I don't care how this is achieved.

    AST - Bring back the old cards or at least bring back something that's engaging. And spread said card play out rather than it all being dogpiled tightly into burst windows.

    SCH - Bring some cohesion to the kit. Bring back the fairy's independent GCD and allow us to micro manage it again. Bring back bane, give us old SMN Fester and give us the old dot play again.

    DNC - I'd love more buffs/supportive kit.
    (9)
    ~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~

  7. #7
    Player
    Mayhemmer's Avatar
    Join Date
    Aug 2022
    Posts
    328
    Character
    Tanu Ki
    World
    Faerie
    Main Class
    Dancer Lv 90
    All jobs in general:

    -Lean more heavily into what made each job unique thematically when approaching new abilities. Reach back into established lore and themes built during job quests and really hit home with them visually. I don't want more of "lasers everywhere, because reasons" skills.

    Tanks in general:

    -This might catch me some flak, but re-examine tanks and balance according to what they can bring to the table in terms of party-wide utility/regen/mitigation, and make them feel unique again. Put them back on a scale of 'Selfish<–––>Party-focused.'

    WAR:

    -Make me work for my life-steal, and make it fun.
    -Detach (most) self-healing from single-press, non-damaging abilities. Put (most) of that into active life-steal damage. Having half- or full-heals at the press of a single button isn't very enthralling.
    -I want something nutty. Give me a pseudo-transformation window where I pull out TWO AXES and go ballistic with upgraded skills and animations or something. Really play farther into that whole "going berserk" theme they had going on in the job quests.

    DRK:

    -I guess just give me upgraded animations on Bloodspiller and Quietus.
    -If it's going to stay, bring Dark Missionary into the modern age and let it effect physical damage, too.
    -I think it'd be neat to have some of your damage abilities (probably Bloodspiller and Quietus) apply some sort of buildup of a status on enemies that triggers after reaching a threshold, where it then explodes violently, maybe also applying a DoT or something. I think it would help move Bloodspiller and Quietus further away from feeling too similar to Fell Cleave and Decimate.

    DNC:

    -Consolidate some buttons, like Devilment becoming Starfall Dance when used, and Flourish becoming Fan Dance IV when used.

    MCH:

    -Auto Crossbow procing the cooldown reduction for Gauss Round and Ricochet.
    -Remove the channeling effect from Flamethrower, and make it an OGCD that applies a DoT, making it usable for both single-target and AoE. Have that DoT gain a damage boost when comboing off of Bioblaster.
    -I'd like an AoE battery spender.
    -Give Wildfire splash damage for AoE use.
    -MCH has a TON of isolated abilities that have room to interact with one-another, I'd like to see that happen. Chainsaw, Air Anchor, and Stabilizer are all just kind of... there. You press them and forget about them until they're off cooldown again. I'd like if they got some nice additional traits that effect other skills in some way.

    RPR:

    -Have Soul Reaver stacks persist between actions. I'm sick of the stacks I get from Gluttony just vanishing if I do anything other than Gibbet or Gallows. They last for 30 SECONDS, why do they get eaten if I so much as look at another ability?

    SCH:

    -Overhaul the Faerie gauge. Unlock it at an earlier level. Give new abilities that use it, and give us some way for it to grant existing abilities additional effects. Please don't just dumpster it.
    -Feo Ul faerie glam, please.
    (1)

  8. #8
    Player
    KenZentra's Avatar
    Join Date
    Jul 2020
    Posts
    116
    Character
    Ken Entheria
    World
    Goblin
    Main Class
    Botanist Lv 90
    More than anything I want AST Cards back as a bare minimum, but overall:

    Tanks- to all play differently (I've said in another thread they are basically all the same) and for their DPS and Mit Kits to mingle with each other, as well as having the reward for doing your rotation be more Mit rather than big damage. I want to be a tank, not a braindead DPS.

    Healers- To all have unique identities and different strengths and weaknesses. Also, for their kits to work with each other past the aspect of "it heals hp" and for healers to have to heal more. When they get to DPS it works towards aiding their ability to heal.

    DPS- Have that "thing" that everyone wishes they had. Like you see that move activate and you are like "God I should be playing that class and not this one".

    Mechanics- I really would like less dance mechanics, some stuff like we had from ARR, HW, or even a bit of SB. I dont really like feeling that im solving a sudoku puzzle while trying to make a boss die with fireballs and axes to the face. Lastly for this one, I want the boss to be important again, cause right now every boss could be a target dummy. Where they are doesnt matter, where they are facing isn't important, autoattacks aren't important. Its all scripted and besides who gets what markers/debuffs, it plays the exact same way every time.

    Misc.- It sure would be sick to have a pet class, in which they actually did pets correctly. I thought they used to in the past, but I think I just didnt know better then. Also, more utility with classes like we had in SB, but please god no more "increases Damage/crit/DH" Please god just something else. Remove the idea of a 2-minute meta and bring down some of the structure the game is imprisoning itself with, you cant be creative when everything is a formula.
    (2)

  9. #9
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,109
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    I want Astro to revert more to how busy it was in 5.0 and put useless cards into Lord/Lady or Royal Road like came before it.

    I want more summons for Summoner, such as Ramuh, Shiva and Leviathan.

    I would like Dark Knight not having the 60s rotation but doubt it'll change unless other jobs do.
    (1)

  10. #10
    Player
    Kes13a's Avatar
    Join Date
    May 2020
    Location
    Gridania
    Posts
    2,842
    Character
    Etherea Stormaire
    World
    Zalera
    Main Class
    White Mage Lv 100
    to start, I love the game, I enjoy playing it

    unfortunately, we can can come up with a million wishlists and a million people could comment in them with general agreement of what we want.... and nothing will change. the things so far in this thread have been said time and time again and what has changed? little to nothing. I see 7.9 following the same roadmap, even worse, they are adding two new jobs which will only further dilute things.

    we can wish and plead for a return to job identity as much as we want, demand more functionality for healers.. I just dont see it happening. I do not see any developer playing a healer, probably because they think its boring a majority of the time. they are right, it is. they made it so, and do not appear inclined to change it in any way.
    (6)

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