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  1. #1
    Player
    hunter2's Avatar
    Join Date
    Dec 2023
    Posts
    74
    Character
    Hoon Tahtoo
    World
    Ragnarok
    Main Class
    Monk Lv 100
    I want the job system to support diversity of playstyles. I think that's impossible so long as you have party buffs , so I would first remove ALL party buffs (except Bard, elaboration below).

    Now that we can have different damage profiles, it's possible to (re)introduce missing job playstyles such as:
    - DoT upkeep
    - random procs that change the core rotation (not just damage oGCDs)
    - ramp-up damage (gradually build and maintain self-buffs)
    - flat damage with no burst
    - burst windows at different times (30s, 60s, 120s, 180s, etc instead of just 120s)

    As for more specific changes:
    - MNK: gradually build up greased lightning, which can get your GCD as fast as 1s. No oGCDs at all, they are all turned into GCDs instead. Even Feint and Arm's Length are replaced with MNK-exclusive GCD cooldowns
    - BRD: you can still have the songs, just not the 120s party buffs like Battle Voice and Radiant Finale. Each song should change your core rotation more than they do now.
    - MCH: walking casts
    - DNC: no party buff. You still pick a partner and buff them, but your buff timing can be varied based on their rotation. You would achieve this by building a gauge which is spent on each step in Technical Finish. e.g. you could dance 2 steps every 60s for a 10% partner buff, or 4 steps every 120s for a 20% partner buff. In this way, you are rewarded for understanding your partner's rotation and matching your timing to them. Just like real dancing!
    - BLM: revert most changes back to Endwalker, with the exception of
    ---- No waiting for mana ticks, MP is restored per-GCD used in Ice (any GCD, not just B4)
    ---- 2 stacks of 30s Leylines on a 180s cooldown. No way to Retrace. You are rewarded for the fight knowledge of when to safely place them.
    ---- Remove Amplifier and reduce the max number of Polyglot stacks. Flattish damage profile, not bursty.
    - RDM: white/black stance to choose between Verraise for prog and more damage for the kill, long cooldown to change stance. Vercure builds (or spends?) white mana.
    - SMN: 12+ egis unlocked via MSQ progress. You summon six of them before you can summon the first one again. Yes there will be a meta choice of six but we can make some of them stronger in AoE, twin-target or CC situations so they'll see some use in dungeons, side content and the rare add phase.
    - All healers: fewer oGCD heals
    - SCH: 5 DoTs & stance dancing
    - SGE: a DPS rotation that is at least as complex as current Warrior
    - DRK: a rotation that includes spending your HP to deal damage, then stealing it back from the enemy. If you time it wrong around a raidwide/buster, you will die.
    - WAR: No self-healing, that's DRK's deal.
    (1)

  2. #2
    Player
    Crafoutis's Avatar
    Join Date
    Apr 2022
    Location
    Ul'dah
    Posts
    186
    Character
    Crafoutis Lesalia
    World
    Exodus
    Main Class
    Warrior Lv 100
    Quote Originally Posted by hunter2 View Post
    - WAR: No self-healing, that's DRK's deal.
    Then DRK should have all of its shields removed and given to WAR with equivalent potency of the healing WAR used to have. Bargained and done.
    (0)
    WAR don't get changes because they don't need changes. They only need more enemies to cleave.

  3. #3
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    13,015
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by hunter2 View Post
    WAR: No self-healing, that's DRK's deal.
    So, a couple things:

    NOTE:
    I will use "sustain" here to refer to anything that increases how long you live for without having to outright kite.

    Sustain has five bimodal factors: self-scaled y/n, enemy-scaled y/n, meaningfully windowed y/n, decaying y/n, capped output y/n.
    (Technically, there's also whether it's placed on enemy, placeable on ally, or only on self, but those change use-cases rather than the type of sustain.)

    The "best" sustain one could theoretically get, then, is enemy-scaled if undergeared or self-scaled if overgeared, not meaningfully windowed, not decaying, and uncapped... but that would just be OP unless its potency were low, which is usually the compensatory result.
    1.
    WAR is XIV's original self-healing tank and was far more purely so than DRK has ever been outside of BW-Quietus-DA-AD spams in Stormblood, if even then (since WAR had Bloodbath and direct self-healing atop that from 4 different skills). It started, originally, with entirely self-scaled sustain. Even its singular indirect %DR, Foresight, scaled with existing Defense stat... and gave less than 5% mitigation even by end of ARR in BiS. All the rest of its of native sustain (which only changes <1% if including Foresight) was self-healing and temporary max-and-current-HP increases.

    DRK also has more of a consistent legacy is spending HP than it stealing it. Moreover, XIV's DRK has always done so in combination with MP, for the simple fact that all MP DRK MP spenders originally would at least indirectly give sustain, just not always in the form of healing. Souleater (originally 250p) would have lifesteal in itself, yes, but Dark Arts would amplify that by more than half. Dark Mind and Dark Dance were enhanceable via Dark Arts. Dark Passenger also applied a 20% Blind (effectively identical to Dark Dance's +20% dodge chance). Abyssal Drain only stole health under Dark Arts. Power Slash's enmity was increased by a further 10x, allowing one's party even more surety that incoming damage would be naturally mitigated by their tank.

    To then change DRK's "deal" into solely self-healing, especially when it had only two skills that did so while all of Warrior's skills did so through Bloodbath and four of them independently of it... doesn't make sense in the context of this game, and would, if anything, harm DRK most.

    That all being said...

    Quote Originally Posted by Crafoutis View Post
    Then DRK should have all of its shields removed and given to WAR with equivalent potency of the healing WAR used to have. Bargained and done.
    2.
    The reason WAR provides so much more raw sustain than DRK (or, DRK so much less than WAR) even in practice --with that gap even more ridiculously large on paper-- is because barriers tend to naturally be worth more than simple healing, in that our game's barriers don't decay, aren't capped, and aren't meaningfully windowed (for instance, you can almost always use up all of TBN in any meaningful content, even if pre-popping it to get in slightly more uses per minute, while most other barriers have a whopping 15- to 30-second duration).
    (0)
    Last edited by Shurrikhan; 08-17-2025 at 11:53 AM.