mongi291 Posted April 4, 2015 Share #1 Posted April 4, 2015 Do you feel your favourite class/job is too weak right now? Then tell us how would you change it. I'd love to change GLA/PLD a bit. - Increase their MND so Cure heals at least ~600 HP. It would make soloing FATEs and stuff so much easier. - Sword Oath: Increases damage received by 20%, while increasing damage dealt by 20% and decreasing enmity. (Making it our OT stance. The increase in damage received may seem bad, but considering how much defense we have it isn't as bad as Blood for Blood) - Spirits Within: Potency is fixed at 300, absorbs 100% of damage dealt as HP. (so we have something at least comparable to Inner Beast) Link to comment
cuideag Posted April 4, 2015 Share #2 Posted April 4, 2015 Lower Shoulder Tackle's cooldown. I want to tackle everything. Link to comment
Coatleque Posted April 4, 2015 Share #3 Posted April 4, 2015 I would change Sword Oath to be like Cleric Stance where it swaps STR and VIT for the Paladin so that we don't need two sets of accessories. And yes, make the damage increase affect all damage besides auto-attacks. Link to comment
Kellach Woods Posted April 4, 2015 Share #4 Posted April 4, 2015 Add a non-Defiance Stance to WAR. Because right now it's super boring to play if you're not MTing. Link to comment
mongi291 Posted April 4, 2015 Author Share #5 Posted April 4, 2015 I would change Sword Oath to be like Cleric Stance where it swaps STR and VIT for the Paladin so that we don't need two sets of accessories. And yes, make the damage increase affect all damage besides auto-attacks. I'd rather have the possibility to change gear mid-fight with macros like in FFXI. /micon "Sword Oath" /ac "Sword Oath" /gs change 1 /micon "Shield Oath" /ac "Shield Oath" /gs change 2 Link to comment
Berrod Armstrong Posted April 4, 2015 Share #6 Posted April 4, 2015 Replace the fist weapon model with armbands or gloves or something. 1 Link to comment
Unnamed Mercenary Posted April 4, 2015 Share #7 Posted April 4, 2015 I would change Sword Oath to be like Cleric Stance where it swaps STR and VIT for the Paladin so that we don't need two sets of accessories. And yes, make the damage increase affect all damage besides auto-attacks. I'd rather have the possibility to change gear mid-fight with macros like in FFXI. /micon "Sword Oath" /ac "Sword Oath" /gs change 1 /micon "Shield Oath" /ac "Shield Oath" /gs change 2 I don't think they'd let us do that because one could seemingly change classes/jobs in the middle of a fight (like in 1.0). Armory system has its pros and cons. ...they do let us repair in battle, which is nice. As far as changes I'd want to make, it'd be nice to see more advanced cross-classing. I mainly play SCH and WAR. It'd be really cool to be able to summon Eos or something as a WAR, even if her healing sucked. Link to comment
mongi291 Posted April 4, 2015 Author Share #8 Posted April 4, 2015 I would change Sword Oath to be like Cleric Stance where it swaps STR and VIT for the Paladin so that we don't need two sets of accessories. And yes, make the damage increase affect all damage besides auto-attacks. I'd rather have the possibility to change gear mid-fight with macros like in FFXI. /micon "Sword Oath" /ac "Sword Oath" /gs change 1 /micon "Shield Oath" /ac "Shield Oath" /gs change 2 I don't think they'd let us do that because one could seemingly change classes/jobs in the middle of a fight (like in 1.0). Armory system has its pros and cons. ...they do let us repair in battle, which is nice. As far as changes I'd want to make, it'd be nice to see more advanced cross-classing. I mainly play SCH and WAR. It'd be really cool to be able to summon Eos or something as a WAR, even if her healing sucked. You can change gear in duty as long as it doesn't change you to another class/job... Just let us do that in battle. Link to comment
Unnamed Mercenary Posted April 4, 2015 Share #9 Posted April 4, 2015 I would change Sword Oath to be like Cleric Stance where it swaps STR and VIT for the Paladin so that we don't need two sets of accessories. And yes, make the damage increase affect all damage besides auto-attacks. I'd rather have the possibility to change gear mid-fight with macros like in FFXI. /micon "Sword Oath" /ac "Sword Oath" /gs change 1 /micon "Shield Oath" /ac "Shield Oath" /gs change 2 I don't think they'd let us do that because one could seemingly change classes/jobs in the middle of a fight (like in 1.0). Armory system has its pros and cons. ...they do let us repair in battle, which is nice. As far as changes I'd want to make, it'd be nice to see more advanced cross-classing. I mainly play SCH and WAR. It'd be really cool to be able to summon Eos or something as a WAR, even if her healing sucked. You can change gear in duty as long as it doesn't change you to another class/job... Just let us do that in battle. Oh, I'm fully aware. Spriting bonding parties. ...but needing to do so in really only something tanks would likely benefit from. For the most part, spell damage is calculated the same way to find te potency. It could -almost- be viable for a healer going into Cleric mode, but then the very-defined roles SE has decided we play in would fall apart. Link to comment
Chris Ganale Posted April 4, 2015 Share #10 Posted April 4, 2015 Replace the fist weapon model with armbands or gloves or something. Seconded. Link to comment
mongi291 Posted April 4, 2015 Author Share #11 Posted April 4, 2015 Well, I'd be more happy than anything if those roles fell apart. I'd like having more flexibility. Getting back on topic, PLD and SCH should be able to cross class Esuna. So Brayflox would be doable if there isn't a WAR or a WHM, and SCH could get something better than Leeches. Link to comment
Enla Posted April 4, 2015 Share #12 Posted April 4, 2015 I want more variety of staves and wands for WHM, particularly wands at the higher levels... The Garuda wand is calling to me... WE WANTS IT PRECIOUUUUUUS. Other than that? WHM is pretty boss already and most of the changes I'd make would make it too OP, such as lowering the cooldown for Benediction or improve Shroud of Saint's MP recovery, so I can't really complain. Link to comment
Ralamano Posted April 4, 2015 Share #13 Posted April 4, 2015 Replace the fist weapon model with armbands or gloves or something. Not to sow any false hope, but this might be looked into in the future. Emperor's New Fists? Link to comment
mongi291 Posted April 4, 2015 Author Share #14 Posted April 4, 2015 I want more variety of staves and wands for WHM, particularly wands at the higher levels... The Garuda wand is calling to me... WE WANTS IT PRECIOUUUUUUS. Other than that? WHM is pretty boss already and most of the changes I'd make would make it too OP, such as lowering the cooldown for Benediction or improve Shroud of Saint's MP recovery, so I can't really complain. More MP conservation, Bards aren't always reliable. WHM: Mage's Ballad? BRD: fuck u it lowers my dmg :ccc Link to comment
Enla Posted April 4, 2015 Share #15 Posted April 4, 2015 I want more variety of staves and wands for WHM, particularly wands at the higher levels... The Garuda wand is calling to me... WE WANTS IT PRECIOUUUUUUS. Other than that? WHM is pretty boss already and most of the changes I'd make would make it too OP, such as lowering the cooldown for Benediction or improve Shroud of Saint's MP recovery, so I can't really complain. More MP conservation, Bards aren't always reliable. WHM: Mage's Ballad? BRD: fuck u it lowers my dmg :ccc Dis is true. ): I've gotten the timing down for most of the Raids, save Coil, but it's hairy a lot of the time... I always feel bad for my BRD friends when they come with me too. ;___; Actually, why not just improve BRD DPS, or keep it the same, so that they're more likely to run Mage's Ballad. That would make both casters and BRDs happy. Link to comment
Edda Posted April 4, 2015 Share #16 Posted April 4, 2015 I'd like for Benediction to like actually work more than 30% of the time, that would be nice. Link to comment
Verad Posted April 4, 2015 Share #17 Posted April 4, 2015 Be slightly more generous with the margin of error when setting up mudra, that's about it. Link to comment
Enla Posted April 4, 2015 Share #18 Posted April 4, 2015 I'd like for Benediction to like actually work more than 30% of the time, that would be nice. ^ This, I don't mind the cooldown so much given how powerful the spell is. But I rarely if ever use it because more often than not I can pop off cure quicker and save my Swiftcast for any raising. That and the few times I have used it the other healer has already healed half of the target's health by the time it goes off. Link to comment
Knight Kat Posted April 4, 2015 Share #19 Posted April 4, 2015 Hard to complain about Dragoons after SE gave them the buff, but I still think Jump and Elusive Jump need to have hit-box mechanics fixed. Elusive Jump would be a great ability to occasionally use to escape a boss AOE, but it seems like the hit-box doesn't move from your original spot -until- the animation is complete. Would really be nice to have realistic hit-box movement. When my character is outside the AOE warning indicator zones before the AOE triggers I should -not- get hit damn it. It's not like that would be OP either. Elusive Jump has a long recharge time. I know it rids Dragoons of aggro, but I almost never need it to get adds off me. Actually, I spend most of my time trying to chase adds down. It would be much more useful as an ability to help escape those huge boss AOEs that give you just barely enough time to escape. Admittedly, it does work for that sometimes, but it could be much better. As for Jump, it's great for damage, but despite the range it has, I almost never find it useful as a ranged attack. They decided to use realistic hit-box movement for Jump, so when my character animates jumping in, she can get hit by attacks and AOE during that even if they aren't aimed at the spot she jumped from. This makes it risky to use Jump on a target that is in the indicator of an AOE. But there are few other times I would use it for anything else aside from my melee-range rotation. I'm not sure how it should be changed though. TL;DR: loldrg Link to comment
ChewableMorphine Posted April 4, 2015 Share #20 Posted April 4, 2015 PLATE ARMOR FOR DPS GODDAMMIT IF YDA CAN HAVE SABATONS SO CAN I That and poisons back on mudras. That was fun. Link to comment
mongi291 Posted April 4, 2015 Author Share #21 Posted April 4, 2015 I want more variety of staves and wands for WHM, particularly wands at the higher levels... The Garuda wand is calling to me... WE WANTS IT PRECIOUUUUUUS. Other than that? WHM is pretty boss already and most of the changes I'd make would make it too OP, such as lowering the cooldown for Benediction or improve Shroud of Saint's MP recovery, so I can't really complain. More MP conservation, Bards aren't always reliable. WHM: Mage's Ballad? BRD: fuck u it lowers my dmg :ccc Dis is true. ): I've gotten the timing down for most of the Raids, save Coil, but it's hairy a lot of the time... I always feel bad for my BRD friends when they come with me too. ;___; Actually, why not just improve BRD DPS, or keep it the same, so that they're more likely to run Mage's Ballad. That would make both casters and BRDs happy. Balance. If songs didn't lower DPS everyone would bring 3 BRDs and a DRG for Disembowel. Two Bards use Ballad and one uses Paeon, you've got a team with quite high DPS and that can fight forever. Link to comment
Dravus Posted April 4, 2015 Share #22 Posted April 4, 2015 DRG: - Reduction in damage taken during the use of a jump ability. Even with great timing you can be screwed over pretty easily if a boss ends up switching to a different phase more quickly than usual or happens to have a random rotation that is difficult to predict. - Another gap closer wouldn't go amiss either. It's ridiculous how much of an advantage ranged and healing classes have in PvP. Link to comment
Domri Blackblade Posted April 4, 2015 Share #23 Posted April 4, 2015 I'd put it in the game, to start. REPRESENT 1 Link to comment
mongi291 Posted April 4, 2015 Author Share #24 Posted April 4, 2015 I'd put it in the game, to start. REPRESENT THIS. Link to comment
Kismet Posted April 4, 2015 Share #25 Posted April 4, 2015 Most changes I could think of right now would just make whatever job I'm thinking of OP. The only justifiable thing that comes to mind is "buff SMNs in general". There's also the classic "WTF @ BRD LB3", but Yoshi-P's confirmed they're getting a unique DPS LB3 come 3.0, so that desire of mine has been quelled. I would agree with the RDM sentiments... ...if it weren't for the fact that most things that could be unique and/or exclusive to RDM in other FFs are already handled by another job (or upcoming job) in XIV, imo. At this point, if RDM was added, they'd have to entirely change how the class functioned if they want to avoid making it redundant and/or overpowered. Which means... it wouldn't really be RDM anymore. I hold a similar concern for Blue Mage, which I know a lot of people also want. That, and it'll likely be a while before we see anything resembling an actual hybrid job in XIV, if at all. Link to comment
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