SMN being able to Trance like Terra from FF6 or like Zidane and his party from FF9.
SMN being able to Trance like Terra from FF6 or like Zidane and his party from FF9.
An esper trance like terra could actually be really cool. They've shown they can change the characters appearances for certain abilities and stances with reapers enshroud. Maybe bring an upgraded version of the primal summons with it.
1) healers will return to class defining dps rotations they have to balance with healing obligations IE: 4.0 Scholars.
2) Summoners will no longer suck and will again have pets that can tank, dps, and provide buffs/debuffs for party members
Well. That's it really. These two changes represent the worst nerfs I've ever seen in any MMO on the market.
Gauss and Ricochet are the same shit in disguise and it's a crying shame. They used to be wildly different. They could give us twice more ricochet charges or regen gains and it would be the same as removing gauss. They need to rework both of those to make them more distinct in use and effects. Perhaps gauss could even proc into ricochet with adjusted potencies (like fan feathers), idk. Would certainly make hypercharge a little less tedious and boring.Giving us more options to build battery during AOE as well as adding the aoe turret seems like a perfect opportunity to enhance MCHs pretty mundane AOE kit atm.
I agree something needs to be done about flamethrower, either upgrade it to some kind of lightning ability (maybe some version of Flash from FFVI?) that generates battery or make flash a new ability that shares recast with air anchor , or at the very least make flamethrower interact with bioblaster. I didn't care for the clunkiness of generating heat with flamethrower in stormblood and would rather avoid that.
Also would be nice if auto crossbow refreshed gauss round and ricochet charges like heat blast. I guess while I'm at it some trait and animation upgrades for gauss round and ricochet are long overdue. A new coat of paint to bring them more in line with recent designs to abilities would be nice.
I'd like a flash/blaster AoE variant of Anchor, why not.
Player
SMN getting 3 more summons and at least 5 more buttons.
DRK getting sustain and its group mitigation to cover more than just magical damage. DRK TBN improved and introduce a weaker version of TBN before lvl 70 for earlier levels.
Healers to get more damage buttons than just 111 spam. Maybe even a rotation but thats serious copium
Kaiten back on Samurai with more interesting functionality.
Revert the trick attack/Mug changes on ninja.
More mobility on RDM and a better AOE on RDM
Improve MCH AOE
I actually started as a main healer in HW, and I absolutely loathed cleric (like most new players). Some may have warmed to it as they went, but to me it was just utterly punishing and not fun, so perhaps a question of taste. I do understand the tactical choice it was though, much like for tank stances that I liked a lot better because they didn't feel actually bad to use in comparison.
If anything, I wouldn't mind an altered cleric stance but reverted and with softer effects (not literally swapping INT with MIND as it was the case): all healer spells do a bit less healing by default, but when you do need to crank it up to >9000 the healer could pop cleric as a fast recast stance that would buff healing but debuff damage. Once the situation is stabilized, swap stance back, whether you needed it for one GCD or 20.
That dancer finally gets the attention it deserves with making it more interesting and powerful please :’)
1. A serious balance pass across all jobs to fix low-level dungeoning. I want MORE homogenization. I want every melee dps to walk into sastasha with a 123 combo, an ogcd damage ability and an aoe attack. I want every job to get it's job gauge and a way to interact with it by level 30. I want every tank to get it's dang gap closer before going into sastasha. Etcetera etcetera just give me like the barest of bones early on, I don't care if this leads to long stretches of dead levels.
2. I am hoping the dragoon adjustments are favorable to my tastes specifically. Drg is currently my 2nd or 3rd least liked job but I am disenchanted with reaper and would like to stay in maiming gear
3. Hardening of the trinity. I want most tank sustain removed and I want healers to have to cast gcd healing sometimes. Not a lot, I don't want healers to turn into (pandaria and earlier at least) WoW-style have-to-be-healing-24/7 rotations. But I feel like if you pick a healer, you want to actually heal so you should have healing requirements that force you to engage with your whole toolkit. Though this is really tricky because it would also have to be doable by the average player who can't utilize the whole toolkit and mostly just wants to spam cure. I am not sure these ideas are mathematically compatible.
4. I want another dps button on most healers. I also want the healer glare and holy equivalents to all become one button combos that go through like, glare 1> glare > 2 glare 3. It's not important mechanically but it would make the jobs more pleasing in general if you aren't hearing and seeing the same single ability over and over and over and over.
5. I hope viper is a fast melee dps. I hope they have about the same apm as drg, but just spread out a bit better instead of being entirely frontloaded. I hope their traversal skill is non-target so it can be used out of combat. I hope the levels they get their abilities isn't jacked up like reapers is so they are vaguely fun to play at 50 like sam or mch and not a snoozefest like rpr. I hope they don't have to maintain a debuff.
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