Page 1 of 4 1 2 3 ... LastLast
Results 1 to 10 of 31

Hybrid View

  1. #1
    Player
    AlucaDragonheart's Avatar
    Join Date
    Oct 2021
    Location
    Ul'Dah
    Posts
    108
    Character
    Aluca Angelus
    World
    Diabolos
    Main Class
    Dark Knight Lv 100

    Just for fun: Job abiility wishlist

    I know this will never happen, but what would you personally like to see added to your favorite Jobs?

    For me, I'd have to say dark magic added to the Dark Knights kit, make it more like FF11 where you have the absorb spells, dread spikes, and why not let them use scythes too?

    For Reaper, I think being able to use dual one handed scythes would be fun, get that Malthael look going on.

    What about you guys, what would you like your favorite jobs to have?

    Edit: Oops spelt ability wrong hahah
    (0)

  2. #2
    Player
    Eraden's Avatar
    Join Date
    Jan 2022
    Posts
    1,229
    Character
    Mao Xifeng
    World
    Adamantoise
    Main Class
    Black Mage Lv 100
    Mao wants "Dragon Slave" added to BLM spell list. Mao would really like to has tactical nuke. Mao comes from Lina Inverse school of spellcastings. If little bits fire good, lots more fire even betters.
    (5)
    Last edited by Eraden; 01-03-2024 at 01:05 AM.

  3. #3
    Player
    RitsukoSonoda's Avatar
    Join Date
    Apr 2014
    Location
    Kugane (No that red crayon is totally legitimate) >.>
    Posts
    3,147
    Character
    Ritsuko Sonoda
    World
    Ultros
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Eraden View Post
    Mao wants "Dragon Slave" added to BLM spell list. Mao would really like to has tactical nuke. Mao comes from Lina Inverse school of spellcastings. If little bits fire good, lots more fire even betters.
    Fun. Megumin's Explosion would be fun as well though I'm not sure how many times we'd be allowed to use it before triggering another calamity.

    I'd play BRD more if I got the ability linked to a nice little poem used by a certain Archer... >.>

    "I am the bone of my sword
    Steel is my body and fire is my blood
    I have created over a thousand blades
    Unknown to Death, Nor known to Life
    Have withstood pain to create many weapons
    Yet, those hands will never hold anything
    So as I pray, unlimited blade works."
    (1)

  4. #4
    Player
    LioJen's Avatar
    Join Date
    Jan 2014
    Location
    Limsa Lominsa
    Posts
    279
    Character
    Volk Virses
    World
    Ultros
    Main Class
    Gunbreaker Lv 83
    I'd like Gunbreaker to have some form of Draw & Junction added to the PvE kit from PvP. It would be cool to have an extra Mitigation, Damage, or Healing spell that you can freely switch out during a raid or dungeon by drawing it from your team mates.
    (6)
    "Which pet do you want, Red Sticks, Chicken Nuggets or Abomination Parrot? None, get out of here with that s***." ~Samuraiking

  5. #5
    Player
    CaptainLagbeard's Avatar
    Join Date
    Aug 2013
    Posts
    2,255
    Character
    Rhaya Jakkya
    World
    Odin
    Main Class
    White Mage Lv 100
    For Monk...

    Wave Fist/Aurablast/Air Render... Names have been different, but basically a ranged attacks that's been available for Monks in the Tactics games.
    25y range
    1.5s base cast time
    300 potency (same as Harpe from RPR)
    Refreshes duration of Disciplined Fist and Formless Fist
    Thunderclap makes the next use Instant cast.
    (1)

  6. #6
    Player
    Eisi's Avatar
    Join Date
    Feb 2021
    Posts
    572
    Character
    Eiserne Sternschnuppe
    World
    Shiva
    Main Class
    Monk Lv 90
    Quote Originally Posted by CaptainLagbeard View Post
    For Monk...

    Wave Fist/Aurablast/Air Render... Names have been different, but basically a ranged attacks that's been available for Monks in the Tactics games.
    25y range
    1.5s base cast time
    300 potency (same as Harpe from RPR)
    Refreshes duration of Disciplined Fist and Formless Fist
    Thunderclap makes the next use Instant cast.
    I think we should disable jobs more (like for example remove the Paladin gapcloser) rather than enable - or maybe enable but in different ways, like Paladin having more powerful ranged options continuously available that other tanks don't. I don't like going in the direction where all jobs within a role are increasingly the same. And the only way to do that is to have certain jobs have something that others have not or vice versa. The reality is that a job only becomes interesting when there is something to play around that you have to think about. Not talking about "bring the class or be severely hamstrung" of course. But Monk definitely doesn't need a ranged option and although seemingly minor would definitely be another step in the wrong direction. I also want to mention Anatman, Six-Sided Star and Meditation. Those are Monk's downtime tools that are unfortunately ignored, either because they are not the same as those of all other jobs and have to be used differently or because they result in less damage.

    I think a lot of people don't really like the idea of having to engage with their job a lot. They would prefer instead be able to fully focus on the encounter with muscle memory playing the job for them and being able to quickly switch jobs based on damage output with little to relearn, effectively viewing job mechanics as a nuisance that keeps them from playing optimally. I get that this is an inherent field of tension within the playerbase. But I'm on the side that wants jobs to have a bigger impact on gameplay and -feel and wants to see them remain unique and an interesting minigame to play along the encounter as much as possible.
    (3)
    Last edited by Eisi; 01-03-2024 at 09:05 AM.

  7. #7
    Player
    CaptainLagbeard's Avatar
    Join Date
    Aug 2013
    Posts
    2,255
    Character
    Rhaya Jakkya
    World
    Odin
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Eisi View Post
    I think we should disable jobs more (like for example remove the Paladin gapcloser) rather than enable - or maybe enable but in different ways, like Paladin having more powerful ranged options continuously available that other tanks don't. I don't like going in the direction where all jobs within a role are increasingly the same. And the only way to do that is to have certain jobs have something that others have not or vice versa. The reality is that a job only becomes interesting when there is something to play around that you have to think about. Not talking about "bring the class or be severely hamstrung" of course. But Monk definitely doesn't need a ranged option and although seemingly minor would definitely be another step in the wrong direction. I also want to mention Anatman, Six-Sided Star and Meditation. Those are Monk's downtime tools that are unfortunately ignored, either because they are not the same as those of all other jobs and have to be used differently or because they result in less damage.

    I think a lot of people don't really like the idea of having to engage with their job a lot. They would prefer instead be able to fully focus on the encounter with muscle memory playing the job for them and being able to quickly switch jobs based on damage output with little to relearn, effectively viewing job mechanics as a nuisance that keeps them from playing optimally. I get that this is an inherent field of tension within the playerbase. But I'm on the side that wants jobs to have a bigger impact on gameplay and -feel and wants to see them remain unique and an interesting minigame to play along the encounter as much as possible.
    The thing is with Monk, it kind of has to be constantly engaged, if you spend too much time not hitting the boss your 15s Disciplined fist falls off and you have to reapply it. The only way currently to maintain it is by regularly using Twin Snakes or Four Point Fury. Anatham technically also, but it has a 60s CD. It was even worse when they still had Greased Lightning... Monk's always been kind of punished for times when it can't engage, and those moments aren't always even because of the player.

    With a ranged attack that refreshes it rather than applies it, those times where you can't be punching the boss due to mechanics you would have a way to still keep it up.
    (0)

  8. #8
    Player
    VentVanitas's Avatar
    Join Date
    Feb 2020
    Posts
    676
    Character
    Seiko Hanamura
    World
    Kujata
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by CaptainLagbeard View Post
    The thing is with Monk, it kind of has to be constantly engaged, if you spend too much time not hitting the boss your 15s Disciplined fist falls off and you have to reapply it.
    and why is that a bad thing? can we not just accept that it's a by design weakness of the job and just let it be? learn the fight and minimize the loss. if a buff/timer is no longer threatened with being dropped then it loses its reason to exist in the first place.
    (5)

  9. #9
    Player
    Eisi's Avatar
    Join Date
    Feb 2021
    Posts
    572
    Character
    Eiserne Sternschnuppe
    World
    Shiva
    Main Class
    Monk Lv 90
    Quote Originally Posted by CaptainLagbeard View Post
    The thing is with Monk, it kind of has to be constantly engaged, if you spend too much time not hitting the boss your 15s Disciplined fist falls off and you have to reapply it. The only way currently to maintain it is by regularly using Twin Snakes or Four Point Fury. Anatham technically also, but it has a 60s CD. It was even worse when they still had Greased Lightning... Monk's always been kind of punished for times when it can't engage, and those moments aren't always even because of the player.

    With a ranged attack that refreshes it rather than applies it, those times where you can't be punching the boss due to mechanics you would have a way to still keep it up.
    All melee are punished for not being in contact range.

    Under the current design you have considerations to make for incoming downtime - how are you gonna close out contact, is there enough time to follow up an SSS with Anatman to refresh Disciplined Fist or will it fall off, is Bootshine ready, will you benefit from meditating just before downtime in order to get another Forbidden Chakra in since you will have enough downtime to open all the chakras again, will you have to prepare Formless Fist?

    Your model just replaces all those considerations with, well, an automatic one-size-fits-all solution for everything that you just always use anyway and that you don't have to think about. That's why I said:

    Quote Originally Posted by Eisi View Post
    I think a lot of people don't really like the idea of having to engage with their job a lot. They would prefer instead be able to fully focus on the encounter with muscle memory playing the job for them and being able to quickly switch jobs based on damage output with little to relearn, effectively viewing job mechanics as a nuisance that keeps them from playing optimally.
    Think about this:

    All jobs in the game are inherently born from restriction. A script that in it's purest form would automatically without any player input constantly output damage is restrained by requiring player input, is restrained by introducing cooldowns, is restrained by introducing combo actions, is restrained by buffs, debuffs, rules. Rules make games and the further you free the player, the less engaging the game actually becomes after a certain point. I believe this point has already come. I think that the game deserves more restrictions rather than more freedom in order to maximize job fantasy and foster more enjoyable gameplay.

    Now I'm all for lowering the skill floor, especially with regards to Monk, which is notoriously new-player unfriendly. But that doesn't require a change in mechanics, but instead quality of life UI improvements such as being able to track Improved Bootshine and Disciplined Fist with timers in the job gauge rather than having to rely on the little buff list, as well as allowing for personal debuffs on the enemy to be further highlighted, even on the field, not just when the enemy is targeted or focused.
    (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
    What I want for Sage is to be a more hyper-offensive healer like Gunbreaker is for the tanks. An idea that I created, inspired by the crit healer in Reverse 1999, was a Sage who revolved around critical hits. Addersting was reworked to have 6 charges, 1 that is generated each time you score a critical hit on an enemy (per spell cast), and 1 that is generated each time you score a critical heal on an ally (also per spell cast). A spell that has a Kardia effect can earn up to 2 Addersting, one for the damage and one for the Kardia healing. Addersting is spent on OGCD Toxikon, which is the same potency as Dosis, but is of course off the GCD and thus DPS neutral if generated through healing; it does have a 10 second cooldown with 2 charges, though, to avoid storing and dumping.

    In this concept, Dosis is just a damage spell that does not heal your Kardia target. Instead, Eukrasia changes to be a way to augment your spells to heal your Kardia target instead of things like a DOT. Eukrasian Dosis is weaker, but also heals your Kardia target. If both the damage and healing crit, you get 2 Addersting, making this a DPS gain. Dyskrasia on the other hand is now the opposite of Eukrasia instead of being an AOE attack. It makes your attacks more nasty, in this case creating Dyskrasian Dosis, which inflicts a debuff that makes enemies more likely to take critical hits specifically from your spell casts.

    Your -chole OGCD healing would be removed, and instead, you'd have Addersgall spent on different tools that augment your Kardia healing. For example, Zoe costs 1 Addersgall and ensures both the damage and the healing of your next attack will score a critical hit, meaning you can ensure the maximum value of a Eukrasian Dosis. This thought process would be consistent throughout the entire kit.
    (5)

Page 1 of 4 1 2 3 ... LastLast