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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 Wishlist

    A thread with a simple premise:

    Say which Tank Job(s) you play and what you most want for them (changes or staying the same, you're allowed to want whatever you feel you want) to have come in 7.0.
    (0)

  2. #2
    Player
    Rithy255's Avatar
    Join Date
    May 2022
    Posts
    1,863
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    General: Change 30% Mitigations to be a bit different from one another (just make them more interesting), Give tanks a small DPS reward for good defensive use (like shield swipe), More importance on utility and team Support, Add raid wides and short cd defensives eariler on certain classes.

    PLD: Reduce some Bloat, merge some, Add another combo to PLD (goring blade combo) it can do anything really as long as you use it, Reduce atonements, Make Clemency OGCD and apart of MP management (Remove magic attack healing but give clemency eariler), Make shield bash a Cone Stun, Cover should make you knockback Immune too, also removing all cleansable effects on you and target, granting knights benediction, extended range and off gauge. Make DV give out a regen if broken, Make passage similar to temperance tbh, it's whole gimmick is to just weave it out of existence, Rework Blocking, Rework how you gain gauge, Make your gap closer deal no damage but you can charge to allies, for 92 Upgrades to Fast/riot/royal, then later a upgrade for holy spirits animation. Also add Magic attacks eariler (below 50)

    War: Remove Shake for a Intimidation that reduces all enemies damage by 15%, Healing should no longer heal you for each enemy, Add back upheavel on the gauge gap closer too, Honestly I'd prefer it if warrior had to choose to heal or to Mitigate (like SHB) but warrior had base HP higher by 15%-20%. Maybe give Vengeance a bloodbath effect as to still give them that aoe sustain but just not to the effectiveness of current. In general I want warrior to feel like a warrior, not like a axe paladin healer.

    Drk: Rework This job from the ground up offensive wise add more magic looking effects, also make its animations look better (a lot of its older animations did), Maybe allow Dark Arts to work with defensive abilities, Examples would be: DA Dark Mind, turns ability physical, DA: Oblation turns this into a targetable life steal effect, DA: Shadow Wall, Turns it into a short mitigation but a lot weaker ect. I think Also your party wide should become a Barrier ability as that actually fits dark knight. Job should remain somewhat busy but, not only in bursts I want it to be also busy in downtime, not to the same level obviously but just more consistent weaving throughout your encounter instead of spamming buttons in burst.

    Gunbreaker: Make heart of light also Mitigate for physical, I honestly don't know what else should be changed about gunbreaker.
    (8)
    Last edited by Rithy255; 11-30-2023 at 06:46 AM. Reason: adding stuff

  3. #3
    Player
    DRKoftheAzure's Avatar
    Join Date
    Feb 2017
    Location
    Gridania and Ul'dah (because Ishgard not allowed to be starting city-state :c)
    Posts
    1,118
    Character
    Strea Leonhart
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    Dark Knight: click here for more details -> https://forum.square-enix.com/ffxiv/...43#post6383443

    Gunbreaker: More Continuation skills, especially for main combos because Gunbreaker only feels bad when it doesn't have Continuation at lower levels. Double the potency of Continuation skills. Charges for a lot of Gunbreakers defensive abilities. A second charge for Bloodfest, Bow Shock, Sonic Break, and No Mercy and maybe reduced recast timers for said abilities. Sonic Break a cone AoE DoT. Bow Shock has 30 second duration. Heart of Light affects physical damage and gives a raidwide cure potency of 400 that also gives Brutal Shell buff for the amount healed and Aurora buff to all party members. Aurora an instant cast 900 cure potency for some clutch plays and on a 30 cooldown. Gunbreaker coat that doesn't clip with long hair.

    Paladin: Sword Oath stacks are part of Paladin's job gauge. Shield Bash an oGCD that becomes Shield Swipe upon execution. Spirits Within becomes Expiacion upon execution. Confiteor combo available outside of Requiescat, preferably after using a skill that uses up the Divine Might buff since Confiteor combo already has a base potency and a Requiescat potency. Sword Oath combo instead of Atonement spam. Combat Raise. Holy Spirit/Circle and Confiteor combo cure potency being AoE for up to 30 yalms for raid wide clutch plays. Raid wide damage up buff for party members. Raid wide regen for party members. More Gladiator themed abilities for base Gladiator.

    Warrior: I do not really play Warrior so I have no idea what to do with it... but if I had wish for SOMETHING for Warrior, it would wanting to use Primal Rend outside of Inner Release, and maybe allow Inner Chaos/Chaotic Cyclone to be used outside of Infuriate, and have a way to get the 10% damage up outside of combat. Upheaval and Orogeny actually use the axe in the animations. Upheaval becomes Orogeny upon execution. Make Warrior less reliant on raid buffs to max out damage dealt. Delete Bloodbath effects on Warrior exclusives abilities and replace them with regen effects. More regen effects and instant heals on cooldowns. Raid wide damage up buff for party members. More Marauder themed abilities for base Marauder.

    General Tank changes: 300 potency increase for all actions and combo bonuses because Tank Mastery Trait is very misleading(and that's the nice way of putting it). 25% haste effect that also affects ability recast timers. Low Blow an AoE stun that does 100 Potency, 400 Potency if it interrupts an enemy cast, 800 potency if it fully resist/immune to stun that is also a guaranteed Direct Critical Hit(it's called "Low Blow" after all). Interject same as Low Blow, minus the 800 potency effect. Second Wind and Bloodbath as tank role actions. Delete or rework Shirk. Tenacity affecting Direct Hit Rate. Enmity management to return for tanks only. 20 second duration on all invulns. Tank Mastery Trait reworked/removed or more clear about what it actually does because of the damage up effect on Tank Mastery being bugged by causing 1200 potency attacks hitting for a lot less on tanks than a Melee DPS using a 1200 potency attack.
    (1)
    Last edited by DRKoftheAzure; 05-04-2024 at 02:09 AM.
    Quote Originally Posted by ArianeEwah View Post
    Making things brain dead doesn't solve problems.

  4. #4
    Player
    Jidka's Avatar
    Join Date
    Sep 2023
    Posts
    33
    Character
    Serendib Mandragorne
    World
    Ragnarok
    Main Class
    White Mage Lv 100
    WAR :
    • Reduced defence compensated by more hitpoints compared to other tanks.
    • Maybe a passive trait that increase damages done. The lower the life, the harder the hits.
    • Class mitigations now increase life instead of reducing incoming damages. As Thrill of Battle before level 78.

    DRK :
    • Passive increase of magic defence. That way, it will always resist magic without counting on a oGCD.
    • Maybe a passive trait that increase damages done. The lower the life, the harder the hits. (giving this trait to the WAR or the DRK would be cool I think)
    • Why not recieving a (party?) heal when an ennemy dies near the DRK. (also recieving a damage boost when a friend dies near the DRK but I'm dreaming)

    PLD :
    • A ward similar to the sage's Kardia that transfert all, or part of, self-healing to the warded friend.
    • Why not Clemency as an level 50 oGCD ?

    GNB :
    I don't really play GNB. I always think that adding a bayonet to a machinist doesn't make it a tank. But why not make it the shield tank ?
    • Class mitigations now give a shield instead of reducing incoming damages.
    (2)
    Last edited by Jidka; 12-01-2023 at 03:15 AM.

  5. #5
    Player
    SargeTheSeagull's Avatar
    Join Date
    Dec 2016
    Posts
    421
    Character
    Rad Calidum
    World
    Ultros
    Main Class
    Red Mage Lv 100
    I posted this on the discussion subreddit earlier today actually.

    DRK:

    Cooldown changes

    ◦ Low level living shadow at 50.

    ◦ Delirium is removed.

    ◦ Soul survivor is back. Learned at 52. Marks target with the status Another Victim. If that target should be KO'd in battle before the effect expires, 50% of your maximum HP and MP will be restored. If the effect expires first, 20% of your maximum HP and MP will be restored instead. If you hit the button again before the effect expires, it’ll consume “another victim” status and grant you the effect.

    ◦ Shadowskin is gained at 15. Low level TBN. When broken, halves the cost of your next edge/flood.

    ◦ Carve and spit actually lands three attacks.
    GDC changes

    ◦ Weak bloodspiller/quietus is gained at 40.

    ◦ AoE combo is no longer spells

    ◦ Old scourge is back. No combo. Debuffs target for 20 seconds. Any damage you deal to that target restores 300 MP. 60 second cooldown.

    ◦ Old delirium combo is back. So hard slash- spinning slash- delirium. Spinning slash causes your next 6 GCD’s to generate 10 extra blood gauge per attack. Delirium buffs your next TBN, Dark Mind, or Dark Missionary by 10%. stacks twice. Edit: Delirium also buffs oblation.

    ◦ Abyssal drain is now a spell. Deals damage to the primary target and nearby enemies. Restores HP based on %of damage dealt. Costs 3000 MP. No cooldown (aside from being a global). Doesn’t interrupt combo. Basically it’s old AD.
    ◦ Bloodspiller has a 50% chance to grant 3 extra charges of spinning slash.
    Shadowbringer/ Living Shadow changes

    ◦ Shadowbringer increases the duration living shadow stays out by 5 seconds, is on the GCD, doesn’t break combo, and consumes 20 seconds of darkside.

    ◦ Dark passenger is learned at 58. Weak shadowbringer. Costs more MP, less damage, longer cooldown, etc.
    To clarify, the combos do interact with each other. So you can go 1-2-3 or 1-4-3 or 1-2-5 etc. The combo’s are interchangeable like monk’s. That and keeping darkside up requires a bit more effort and the ability of shadowbringer to keep Esteem out longer is a thing you’ll be able to minmax a little bit tho I haven’t put much thought into the timers. The return of old soul survivor and abyssal drain should give DRK a bit more on demand self sustain. That with the removal of delirium should make DRK feel a bit more unique and less like edgy warrior.


    Generally, I just want tanks filler rotations to be more unique and fun and less burst focused (except GNB because that's fitting), i want their damage output and mitigation tied more closely together, I want resource management back, and I want them to gain more skills at lower levels. DRK is just the one i've thought about more.

    Also nerf warrior's self sustain into the ground.
    (6)

  6. #6
    Player
    LilimoLimomo's Avatar
    Join Date
    Jul 2023
    Location
    Windurst
    Posts
    1,134
    Character
    Lilimo Limomo
    World
    Siren
    Main Class
    Black Mage Lv 100
    Paladin:
    • My main desired improvement for Paladin is that it simply has too much button bloat, so consolidating some buttons would really help me fit everything comfortably within my crosshotbars. I'm already using a ton of macros and it's still bursting at the seams. Consolidating the 1-2-3 and 1-2 combo into a single button each would be enough to grant some much-needed space, provided that new moves don't eat that space up. So in that vein, please also get rid of a move for every new move that gets added!
    • In a similar vein, Requiescat and Fight or Flight should be fused into a single move, since you're always going to want to cast them at the same time. This would open up some button space and reduce some needlessly clunky weaving.
    • Also, yeah, y'all gotta nerf our healing.


    Dark Knight:
    • I feel like Dark Knight has been left behind mechanically. Paladin has this combo that builds into magical attacks and then periodically a bunch of magic swords, while also having a few abilities focused on defending party members. DRK kind of feels like Paladin if they took that stuff away and then replaced it with nothing. The Blackest Night is certainly some of the funnest mitigation in the game, but it's late to the party at level 70, and nothing else DRK gets feels like it has the impact or oomph of Paladin's spells or Warrior's Fell Cleaves. I don't mind that Dark Knight is mechanically simple, as I think it's good that some classes are simpler/easier than others, but I do wish that it felt like its kit brought more to the table, either by feeling cool to use or by providing utility that gave the class a bit more identity compared to the other tanks.
    (1)
    Last edited by LilimoLimomo; 12-01-2023 at 08:20 AM.

  7. #7
    Player
    Rithy255's Avatar
    Join Date
    May 2022
    Posts
    1,863
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Jidka View Post
    PLD :
    • Why not Clemency as an level 50 oGCD ?
    This is something I'd like to point out as I think OGCD clemency could actually work really well and be something that makes PLD sort of stand out if done the right way.

    I think if you reworked some MP values on, magic attacks, Clemency, getting mp back, you could turn clemency into a High costing MP skill that you can get around 2 uses out per minute (unless you want to expend extra clemencies which would ruin your burst damage).

    I personally don't want to see clemency become some generic 60s CD, but to become something that has interesting value with how you can use it freely but over using it will cost you your burst. This also would keep its solo (or cases where you are keeping the team alive without a healer), but also repurpose it as something apart of your general kit. (I'm also going to mention here that we could generally get rid of REQ healing for this as PLD would likely have way too much healing if this was changed).
    (1)
    Last edited by Rithy255; 12-01-2023 at 08:59 AM.

  8. #8
    Player
    mallleable's Avatar
    Join Date
    May 2021
    Posts
    1,231
    Character
    Malia Tri'el
    World
    Behemoth
    Main Class
    Bard Lv 100
    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 -- like 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, maybe build it off of Carve and Spit
    - 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
    - remove MP cost of The Blackest Night, and have it upgrade to Oblation. When barrier is broken it grants, and transforms into Abyssal Drain

    PLD
    - Holy Spirit, and Holy Circle get name, and animation upgrades to be 'Blade of' spells
    - Shield Bash now a conal aoe including stun effect
    - Atonement becomes one button, three part combo
    - Goring Blade gets name, and animation upgrades, and maybe a shorter cooldown

    It might be a bit overkill, but it might be kinda neat if every tank's two minute mitigation buttons received upgrades that include bonus mitigation in the first few seconds like what was done with most of the spammable mitigation buttons.
    (5)

  9. #9
    Player
    LioJen's Avatar
    Join Date
    Jan 2014
    Location
    Limsa Lominsa
    Posts
    279
    Character
    Volk Virses
    World
    Ultros
    Main Class
    Gunbreaker Lv 83
    Change DRK's animations to something more impactful, go copy Monster Hunter or FFVII-R or something.
    Remove Shadow Friend, it's like the most anticlimactic skill in the game. Oh I'm a badass knight with a giant sword and my ultimate move is to... let someone else hit the enemy for me.

    Give me something like this:

    (4)

  10. #10
    Player
    Renathras's Avatar
    Join Date
    Dec 2014
    Posts
    2,747
    Character
    Ren Thras
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Quote Originally Posted by DRKoftheAzure View Post
    A second charge for Bow Shock, Sonic Break, and No Mercy.
    I don't really want to critique people since I just want to see what everyone kind of wants...but are you sure about this one?

    Any ability with 2 charges that line up with bursts (2x 30 sec = 60 sec) means "save all of these and only dump them all in burst. So instead of every 30 sec using Gnashing Combo + Danger Zone + Bow Shock, what this would do is mean you just save them all for No Mercy and then dump even more stuff in No Mercy. Not to mention Bow Shock would be weird since it's a DoT

    Quote Originally Posted by Jidka View Post
    [*]Why not Clemency as an level 50 oGCD ?[/LIST]
    oGCD heals are probably the biggest problem in the game right now. They're "free" healing that requires no decision making. Right now, with Clemency, you have to stop and think "Do I/the party need this healing bad enough for me to stop being a damage dealer to be a healer?". If it's an oGCD, that calculus goes away.

    Further, this would be a huge nerf to PLD in PotD, HoH, Eureka, and Bozja, as in all of that content, PLD only has Clemency as a heal (Shelltron doesn't heal until 82 and Holy Spirit/Circle/Confetior do not until level 84). Right now, if you need healing, you can bunker down and use 2-3 Clemencies in a row. An oGCD Clemency would be single use only.

    So I feel like those would be downsides. It'd be too powerful in general PvE, while being far weaker and more limited in solo content and Deep Dungeons/Exploration Zones. Do we really want greater proliferation of overpowered oGCD healing that costs nothing to use and even further trivializes content and enables 0 healer runs of everything? Is that healthy for the game? Clemency (and Vercure) are, imo, the best non-healer heals in the game right now. They require the player to ask the question "is this situation worth me ceasing to be a DPSer to be a healer for a minute?". That's good design, since it means you save it for emergencies, but when emergencies strike, you have it. Unlike Curing Waltz, which is effectively free and powerful whenever you like and costs you nothing to use, and Nascent Flash, which is basically the same and on a ridiculously short CD making it pretty broken/overpowered.

    .

    Anyway, just some thoughts. Carry on.
    (4)

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