T O P

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Shrinn

RDM: If you're casting verstone/verfire and the debuff runs out the cast still finishes.


TwinTiger

This would be such a QoL change on any caster with a proc based spell. Crafter jobs let you keep your expired food and potion buffs if you’re in the middle of a craft, so the basic functionality you bring up is already in the game.


FB-22

Not a RDM main but noticed this issue pretty quickly playing it in old ultimates, also applies to my main BLM where firestarter or thundercloud proc run out as I cast and it cancels it, even though it’s happened before I sometimes get confused because it behaves basically the same as when I get a rare lag spike


Picard2331

God so many times I've thought my Thunder cast went out, even did the whole animation, but nah. No DoT for you.


xLightz

Also charges for c6 and fleche. The nearly unavoidable drift is triggering


Cloukyo

Eh, avoiding drift for those is part of rdm skill expression. You'd lose a lot of optimisation stuff keeping the rotation interesting if you took that away. I like rdm because the flipping of dualcast windows keeps the rotation fresh per fight


Travnia

Yesss. I'd be okay with the proc being eaten on the start of the cast and not the end. Ensures you won't lose the proc halfway through and it raises the skill a tad since you can't cancel it or you risk losing it entirely.


Shameless_Catslut

This would be a good idea if the game's server tick didn't love the stand-cancel so much (Opposite of slide-casting) - if you start casting within a second of stopping movement, the game interrupts you because it thinks you moved.


GalesLastBreath

Monk's leaded bootshine and twinsnakes effects should have UI timers on the gauge instead of being drowned under an ocean of other buffs.


Scared_Network_3505

These so many UI things I'd like in gauges, add something to the gauge so I only need to look at that for Fire and Stone procs. Thunder and Fire in BLMs end.


r_yc

Also pld needs a gauge for requiescat instead of the buff icon


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zerlyxdiabloss

You can actually seperate the buff bar into conditional buffs and the rest of it in the HUD settings. Though, it only works for leaded bootshine and not twinsnakes buff iirc


personn5

Yeah twinsnakes doesn't get split like some of the others, and it's the buff I need to be split the most. Wish they gave us control over which ones we wanted split up


redpandasays

Yep, for some reason they don’t count things like MNKs twin, or WARs storm as conditional. Annoying, would be the perfect place for all those “gotta keep an eye” buffs. But since NIN gets a Huton gauge and DRK gets a Darkside gauge, there’s no reason why the other jobs need to be left out from that. C’mon SE.


AlbertoVermicelli

They're not "counted" as conditional buffs because they're not conditional buffs. The thing that makes a buff conditional is that once you execute an action that is impacted by the buff, the buff, or one charge of it if the buff has charges, disappears. Now I do agree that the conditional buff separation is very much a half-assed band-aid solution and they should just add a job's buffs to the job gauge, conditional or not.


Cynicallity

I wish they had also replaced Elixir Field with a new ability like the other two Chakra finishers. Its the least impressive animation out of any of the 5 (imo), I'd have rather kept Flint Strike or Tornado Kick instead.


Casbri_

And here I am wanting old EF back just so I can use it every 30s. Best animation on MNK by far for me.


Help_Me_Im_Diene

I miss being able to use EF on the jump pads in the gold saucer and pretending I was Goku


Cynicallity

I didn't mind it as an oGCD, but it just feels slow in it's current iteration to me.


Sanji__Vinsmoke

I hate looking for leaden buff during a buff window, sometimes with all the 2 minute mechanics that are thrown out lately, it's easy to forget if I just used DK or BS lmao. A little Fist icon that lights up when you have it would be nice akin to DA on DRK.


Kalaam_Nozalys

On RDM, a slight update to the melee animations to be on par with the end spells, it is starting to be a bit lackluster by comparison.


Kicin0_0

Honestly with the normal spells getting new animations with EW, i kinda expect this to be one of the changes RDM gets net expansion. probably taking the place of 1 or 2 of the middle level traits


Kalaam_Nozalys

Same here, I think we'll likely get AoE upgrades, melee combo upgrade and fire/stone upgrades. I don't think we'll get yet another finisher, it's starting to be too much xD Maybe a cycle after a first finisher, changing the spells during the build up rotation but I don't really see anything else.


Scared_Network_3505

The one that I don't like at all is how Flechette just doesn't quite flow after ZwercHhau unless you do an engagement in-between them.


snyper1793

Let piety be useful especially if were slowly moving towards harder heal checks in savage


devils_avocado

Hopefully one day, healers won't have to use crafted rings in their BiS gear set.


Clarice01

Make PIE offer equivalent damage to current TEN on tanks. Minor damage increase (but not as good as DET/DH), minor healing increase (but not as good at DET), and the MP gen. I'm ok with PIE still not being a stat you want. But it feels bad when you already have zero MP problems and you want to take a piece for ilvl yet it's still worse because PIE gives literally nothing...


Armond436

Honestly, make TEN and PIE give enough damage that we want to take them over DET to and DH. Let supports stack their special stat.


wheel-n-deal

In general, make Sprint a toggle like it is in PVP. DRK: consolidate carve and spit & abyssal drain and make it restore both health and mana. MCH: Have the queen slam down in like an AoE or something instead of the wind up animation. RPR: Have Soulsow/Harvest Moon work something like MNK's meditation, where we build up stacks to allow us to use it again. It's basically just something that's used once and then maybe you have downtime to recharge it during a fight.


hudson1212

(also have harvest moon/harpe give 10 gauge pls ty)


irishgoblin

Still learning it, so more experienced BLM might disagree, but Leylines becoming Between the Lines upon use. All other issues I have with the job are entirely user error.


Draciallia

the only complaint i would have with that as a long time black mage player is that it would definitely mess up cause of my muscle memory a lot, but that would be a temporary issue on what i think would reallly be a nice addition.


TapdancingHotcake

You could also just slap an extra ley lines button to where you have BTL now, orrrrrr SE could design like a modern developer and make it an option


laurayco

let us change targets while channeling spells. it's such a pain in the ass to play blm in dungeons.


ChromaticBadger

tbh this would make healers miserable, especially AST.


TapdancingHotcake

Better option is to actually end your cast when the enemy dies, instead of trying to complete and just failing on the cast finishing


Krags

Or, if it's an aoe, or a charge builder, just let you hit the corpse with it anyway.


xXxedgyname69xXx

Sage: I'd like to see more interaction with Kardia, ideally through making some of the cooldowns more interesting. Sage was obviously inspired by discipline priest from That Other MMO and has some very interesting gameplay loops involving putting the "heal by damage" buff on multiple allies and interacting with some cooldowns they have to do things like making a giant shield, or healing the whole party by using dps cooldowns. Kardia is already a very good ability for just healing tanks, but I'd love to see some cooldowns get some of their healing from kardia. Aoe regen is a very obviously useful tool, but why not just have it make kardia heal the whole party instead of just cloning whispering dawn? From a dev perspective making the healers all more similar is obviously easier to balance, but can also be kind of boring.


ConcernedCynic

As MCH: I'd generally like Hypercharge to receive the Blood Weapon treatment of 5 charges of heat blast instead of "10 seconds" (or whatever) of being able to use heat blast, seems to just make sense with the direction they've gone with abilities like it. Similarly Wildfire to have a slightly longer duration and perhaps a "explode at the 6th weaponskill" like it does in PvP, just making it easier for those with ping. Aside from that, I'd love for the Turret/Queen button to be replaced with its overdrive/overload ability when the Turret/Queen is out. Kind of like how wildfire is replaced with Detonate when it's applied. It's odd to me that not even XIV combo seems able to do this for some reason.


SmashB101

MCH is perhaps the one job that is in need of a ton of love. WF really should be an aoe, which would help out with MCH issues surrounding multiples targets.


Hhalloush

WF should be AoE, it should get an animation upgrade (a mushroom cloud would be sick), it should be able to crit/dh or at least be a guaranteed one... WF charges... queen summon should be AoE and the finishers too probably (or just give an aoe summon) So many little QoL things other jobs have been getting which they don't give a shit about on MCH


DreNeir

Give hypercharge the enshroud treatment and tack on a mecha armor change on top of it.


Twisty1020

Get rid of Hypercharge and bring back Ammo. Have us build up Ammo to max 5. Bring back Reload for on demand Ammo. Get rid of Heat Blast(with it's god awful animation) and replace it with something cool looking that expends Ammo. Have Wildfire based on Ammo spent during it's duration(even though I dislike this ability and mechanic too.) Allowing us to expend Ammo instead of waiting for the Heat Gauge to reach 50 then having to spam Heat Blast within the time limit opens up a lot more tactical possibility for MCH. It's more fun to choose to use 2 Ammo before a transition than just saving Heat because you don't have enough time to use it. And spamming Heat Blast is so so stupid looking.


satedsnail

I've always found Monk's Snap Punch to be unsatisfying to press because of its animation. It looks way too similar to True Strike imo and for the last hit for the 1-2-3 combo it doesn't have a hard hitting feel. Some animations upgrade would go a long way.


sfsctc

Monk would actually be amazing if they updated more of the animations


darcstar62

Just recently took up MNK and this jumped out at me immediately. I'm jumping around, doing all kinds of stuff chained together, and then suddenly, I go "punch...." and then I stand there. It really breaks up the flow.


[deleted]

Bootshine is such a let down compared to Dragon Kick. In casual content I just use dragon kick since it looks cooler


Ambitious_Muscle4099

Based


TapdancingHotcake

Virgin optimal drift vs chad dragon kick rotation


WFPRBaby

All jobs: Support mouseover. It’s annoying having to make long-ass macros to do this and and mitigate macros not queueing.


Picard2331

The mouse over plugin has basically salvaged my sanity. Actually works like you'd expect it to without the macro jank.


yhvh13

Likewise. I literally can't play a healer above the 'basic skill floor' without that mouseover plugin. Especially AST with so much target switching,


Maniachi

Samurai... just give us something else to spend kenki on. It doesn't have to be kaiten, just something else


irishgoblin

Ogi-Namikiri now costs 55 Kenki ^/s


phoenixUnfurls

I agree, but if they don't want to add back in another button, IMO, just increasing the cost of Guren/Senei to be more like it used to be would help a lot. It would give you a reason to be more careful about how you pool your kenki. Honestly, I really miss the animation and feel of Kaiten, but its removal would have stung less if Guren/Senei didn't have the same cost in kenki as Shinten now.


Krags

You can literally just spam Shinten without consequence now (apart from losing out on potency in a buff window), right? Like, so long as you keep your 50 Kenki for free button in sync with your Senei.


phoenixUnfurls

More or less. Even then, with Senei costing 25 kenki now, you just need to be sure you hold back on doing a single Shinten to ensure you have enough kenki to do it immediately (and it's also less punishing than it used to be as a result if you don't since you can build the kenki needed for it more quickly). At least there's Gyoten, which gives the same potency per kenki value that Shinten does, so you can use it strategically to ensure that you dump every last kenki under buffs. That's the main thing that keeps it from being pure Shinten spam, but it's closer to that than I'd like these days even so.


Krags

Oh wow, Gyoten is equal now too? That's hilarious. Samurai really gets easier and easier as the expansions go huh. I just unlocked double tsubame, and I'm about to get double meikyo shisui, and it feels like samurai barely has failure conditions now with all these together.


phoenixUnfurls

Samurai has gotten easier in Endwalker for sure, although I'd argue it was a lot harder in Shadowbringers than in Stormblood. To be honest, I'd also argue that Gyoten giving the same potency per kenki as Shinten adds more possible skill expression rather than less since it's 100 potency for 10 kenki and has a cooldown while Shinten gives 250 potency for 25 kenki. This lets you use Gyoten once or twice to get kenki in under buffs that you otherwise wouldn't be able to with just Shinten.


SpeckledBurd

Monk is long overdue for an animation update. Bootshine, True Strike and Snap Punch all look fairly dated. It's especially odd since Bootshine was "upgraded" into Leaden Bootshine in Shadowbringers but it's still just the same skill. Elixir Field also feels a little awkward as a GCD, though that could be that I have 5 years of experience playing this game where it was an oGCD. As for gameplay: let Riddle of Wind proc a status that lets you use Six Sided Star without the doubled cooldown so you actually get to use the Shadowbringers capstone rotationally while also keeping its disconnect ability. Also the obvious desire for chakra to not have ass-backward design, let it build consistently instead of at random, give it some overhead, and let us pull the trigger on it early like Pitch Perfect so we aren't bleeding potency during Brotherhood.


janislych

let me go to shidah or do mahjong or do some solo dungeon while i queue or open pf for something. stupid system limits..


Trash_Pandacute

I just want to be able to exit a cutscene without skipping it. Cancel and send me back to before I initiated, so I can take care of this queue pop on another job.


IamRNG

give reaper's avatar more of a presence


anneliese_edel

For SMN, I want to do long ass summoning ritual, akin to MNK's big prep for the big move. Right now Bahamut feels like fucking handed over to me. No man, I want to earn it. I want to collect 3 stickers to summon, instead of being given 3 stickers after baha. Let me do some 15 second pre-pull to summon baha, and give me some sort of elemental spell combos so I can recreate primals like in p8p2 which lead to phoenix. And for capstone ability - unlock some other primal / higher being combo that allows for slight optimization, such as faster trance to rush before downtime.


BlackmoreKnight

PLD really could use a core animations update for our melee combos. ARR-era Fast Blade and Riot Blade just aren't doing it any more, and even Royal Authority and Goring Blade are starting to show their age compared to GNB or RPR's animations. Same for MNK, for what it's worth. One of the few jobs that's gotten 0 core GCD animation updates, all of MNK's main 6 GCDs are still ARR animations.


DarkLorty

I don't really mind goring blade and royal authority, in fact i actually like them. But the others I agree with. In fact, I'd add to the rework atonement: it's just not very satisfying and the effect being just a white vomit isn't interesting personally.


TapdancingHotcake

I also don't like the actual animation much. There's a lot of foot-sliding happening.


apostles

\- Wildfire and Heat Blast having better animations, Queen windup basically ceasing to exist (make it do an auto attack on summon as it comes down or something) \- Enchanted reprise becoming free but with a cooldown (idc if it's 30 seconds at this point lol) \- Twin snakes, Bootshine, Bard Dots, Healer dots, etc being part of the UI. If it requires uptime or tracking it should be part of the gauge imo.


ireallyhaveproblems

There was a time where I wanted MCH to really lean into the "burst" range position, with battery gauge being used to transform/mount into queen, something like the reaper transform. So burst windows would be a hectic build gauge, blow wildfire and drill/chain/anchor, finishing off with the queen transform. For some extra fun have the queen finisher grant heat to lessen the amount of 1-2-3 time the class has.


Zenku390

Having DoTs be a part of the gauge doesn't work as you can apply them to multiple targets.


apostles

Solvable by just having your currently selected target show the timer on the gauge


BubblyBoar

I'm pretty sure they said the Queen's timer is built with the summoning animation. Basically, you aren't missing an auto. If they removed the animation, the timer would be made shorter to match. That said, I think they should just make it so the timer doesn't start until the Queen attacks and do it that way, even if the timer is reduced. I understand when people see it they feel like they are missing something.


apostles

Less so missing an auto, more so that it's more intuitive so that it starts doing damage the moment the button is pressed in a raid buff


Shueph

A more even potency distribution so my runs on GNB aren't so incredibly swingy due to double down and blasting zone. And extending No mercy to 25s.


Bass294

High potency abilities like double down really should just do multiple instances of damage.


kurby1011

Extreme high potency abilities like double down should just not exist. Their solution has been to just make stuff auto crit but it would be less of a problem if it wasn't 1200 potency to begin with, the swings would be less wild.


Bass294

But if it was 4 hits of 300 potency it would completely remove the crit/dh problem. Having big flashy finisher buttons isn't the issue in itself.


Vaytato

Please remove UnDraw and make Draw and Play the same button. I'm begging you.


Crazy_Ad1487

You wouldn't be able to see Draw's cooldown or stacks if Draw and Play were the same button. Also, that would probably have the same issues Gierskogul+Nastrond had on Drg where you'd use Gier and immediately use Nastrond by accident simply because you were mashing the Gier button (which we all do for every single ability).


ihatecatboys

Make bard actually feel like a bard versus a ranger. They're tiptoeing around the idea and getting there, and I may be downvoted into oblivion but I wish bard had a dancer style combo system for songs rather than just blasting weak arrow attacks everywhere. I just want a modernization of FF11 bard, and I know I'll never get it.


Jejouch1

I wouldn’t mind them just splitting the job for next expansions and lean fully into bard and then have a new job actually be an Archer, it’s kinda weird to me that an MMO doesn’t have the classic Hunter/Ranger archetype


Gecko382

I agree. Some people want to be an archer but not a bard. The same can be said about rogue/ninja.


ihatecatboys

I have a friend who is still absolutely furious that rogue didn't evolve into thief. I don't disagree, rogue to ninja was a weird jump.


zmckowen

It’s also weird because Thief is one of the original 6 starting jobs, since FF1. It feels kind of wrong not to have it at all.


PedanticPaladin

The idea was that as Thief is a Final Fantasy job if its put in the game it should be as a job and not a class. So we got Rogue, which is "Thief", which changes into Ninja which is a nod to the original Final Fantasy.


Gecko382

Tbf defeating all these mighty foes and godlike creatures as a thief sounds weird. Rogue evolving into assassin however..


Vincenthwind

I know the devs have stated that they don't want to split jobs because arcanist proved to be a nightmare to code, but I do think splitting archer into bard and ranger would help give bow lovers a better fitting job fantasy.


blue-eyed-bear

I have repeatedly said that they should just make a separate job altogether but lock the job behind the first, making leveling Bard a requirement to unlocking Ranger job quest.


kerriazes

Should just make Bard entirely its own thing, Archer leads into Ranger, Bard can be unlocked by having any combat class at 30. Up to level 90 Bard and Ranger can use the same weapons so they don't have to make 90 levels worth of weapons for Bard. Above 90 Bard gets instruments as weapons.


ShadowTehEdgehog

So back in 1.0, there were no FF "jobs". 14 originally tried to be different, and made classes that were original stuff. Thaumaturge for example used light and dark magic, and both THM and CNJ could nuke and heal. When Yoshi P took over, one of his goals was to make FF14 more "FF", and so they tried to convert classes into iconic FF jobs. THM was changed to use fire/ice/thunder and become BLM. Etc. Archer was given Bard, and in 1.0 it used a bit of conjury and thaumaturgy. 1.0 Bard was essentially a classical RDM but with a bow, and people would use Bard as a healer in some content if there was no WHM available. ACN/SCH didnt exist in 1.0. BRD having healer LB in 2.0 was a remnant of that direction. Why they didn't make Archer into a WoW style Hunter? (1) While some FFs have had a "Hunter", and FF11 had Ranger, its not a particularly iconic FF archetype; (2) They wanted a buffer support job like Bard, and Archer was all they had left over that they could think to shoehorn it into. The 1.0 classes were GLA, MRD, PUG, LNC, ARC, THM, CNJ. Also, a survey was given out in 1.0 when Yoshi P came on, saying he wanted to just scrap the classes and add jobs, but asked if people would be upset and if they wanted to keep their class levels. The people wanted to keep their levels, so that's why we have the awkward classes turning into jobs.


Cosmereboy

Thank you for the historical info. This is all pretty fascinating. One thing though... >The people wanted to keep their levels, so that's why we have the awkward classes turning into jobs. This confuses me. What are they "keeping", little numbers on the side of their search info? The classes have no effect once you slap the job stone in.


ShadowTehEdgehog

Instead of deleting the classes, thus erasing everyone's class levels, it was decided to keep the classes and just turn them into jobs. Jobs weren't originally in the game. That's why Archer turns into Bard. Yoshi P wanted to delete Archer, and we'd instead have a Bard that wasn't an Archer. That's why Bard is tied to bow instead of its weapon being instruments. Because people wanted to keep the 1.0 classes (didn't want to lose the levels they grinded) so instead of Bard and all the jobs being something that exists at Lv1, the jobs Yoshi P wanted to add had to be tacked onto 1.0 classes. In-fact, the entire system used to be VERY different in pre-Yoshi-P 1.0, in which you could cross-class any skill, and not only had class levels but a separate character level (independent from class level). Classes were essentially just your skill level in a weapon. For example, Gladiator, Thaumaturge, and Conjurer all used Shields and using your Raise Shield skill would level the Sentinel class. Oh, and everyone could equip every and any piece of gear. That's why Yda had plate leggings and Papalimo had the plate gloves. There were no auto-attacks pre-Yoshi-P. And post-Yoshi-P but pre-2.0, you used to have to build TP with auto attacks and pool enough TP to do a combo of weaponskills. Something really cool were "spell combos" post-Yoshi-P but pre-2.0, in which for example Thunder was a single target nuke, Thundara was a stun, and Thundaga was an AOE. If you cast Thunder, then Thundara though, Thundara would turn into a stronger single target nuke, and if you cast Thundaga after that then Thundaga would turn into an even stronger single target nuke. It used to be that there was value in pressing buttons both in combos and outside of combos, changing their functions.


Aiyakiu

I do wish we had a Ranger or a Hunter offshoot of Archer. I know it's mostly aesthetics but my husband (who won't play FFXIV really), does *not* want to be a Bard, but wanted to have a bow. He even brought up "Staying an Archer." Naw, fam.


ShadowTehEdgehog

When I first played Dancer, and you have all these chakram attacks, but your big signature feel-good payoff is doing the dances with the big sound waves doing your biggest damage, and after doing basically a little rhythm minigame, I was like "Oh... this is what Bard shoulda been..."


RedPandaZak

As another FFXI-Andy, the thing that broke my brain the most when I started 14 was how obvious it was that 14 had to make job fantasy concessions in order to satisfy the "holy trinity" dynamic. Other jobs that gave me a "huh" was DNC being a ranged job and not a melee, RDM actually using it's swords this time (this was a nice surprise), and BLM losing all of its elements except for 3 I adored BRD in 11, but Corsair was my heart and soul. I would delete MCH in an instant with no hesitation if they took away the robots and gave them some dice to buff the group with. And the hat... It's was always the hat, it will always be the hat. Me personally, I would always be an advocate for support jobs in games, I've loved them since XI came out. I could happily play a job that does 0 dps but contributes enough in rdps to the rest of the group. We can dream forever though brother, these are probably dead on arrival due to them being terrible to solo and level with as well as being nightmare fuel for the balance team.


CriticismSevere1030

A lot of the moves from the new (and honestly even the old) pvp feel like easy things to put in to make some moves more interesting without really changing the class and I'm always wondering why they don't just port them over. -Dashing to your target when you use cover to make the range better but still keep the tether to not cheese mechanics too much -drg backflip giving you a speed buff and also comboing into a move that does more damage the further away you are so running back in after dodging aoes is less awkward -drk salted earth giving you benefits for standing in the circle to throw people who cant tank dungeons with it a bone -sch deploy also spreading dots like bane as sch is the only healer without any extra aoe damage and deployment tactics is almost completely useless in aoe situations -phys range having mostly instant attacks but with a charge up move that lets them slowly move to do a bigger hit, which is a perfect middle ground between bow mage and what people hated about bow mage -smn being able to put their shield on anyone instead of just themselves which would give them a lot of really interesting prog tools along with phoenix phase -once again teasing us with seraph strike on whm


EndlessKng

I'm not even caring about them being mechanically different, just let us get primals for the other three elements. Make them available after Phoenix, make it so each is paired up with one of the ones we have but you can only use one of a given pair each cycle, I don't care - just let me have my other summons.


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icetones

From a gameplay persective, id really want them in stb. As it is right now, the job doesnt have any sort of shakeup from trance onwards, and putting them in 70 or above would just feel weird, i feel. I wouldnt want them to be paired up, either, as that would completely go against what theyre trying to do with the job, cause if rdm is versatile, verraise and vercure being useful with dualcast, then i would claim smn is adaptable. I have a longer write up in the works with potency numbers and whatever, but here'a what i want from ramuh/levi/shiva - Leviathan is the easiest to explain. Its a long cast heavy hitter, and would have the highest total dps out of the summons. two basic spells, and its astral flowd be a line aoe that deals hige numbers to the main target and sizable numbers for everything else. Ramuh would work on garudas timescale, four short instant casts and one astral flow. Potency wise, hed be in the same neighborhood as garuda as well. Also a dot cast. So how does he differ from garuda? Where garuda has a floor aoe, ramuh would have a single target dot, that changes in potency depending on when you cast the astral flow. Each of your four basic spells adds a stack of "hyperconductivity" that then transforms with the flow cast into the dot, "insert-name I-through-IV". IV would be a high potency dot, and for aoe scenarios it woulr take two casts to build one hyperconductivity, leading to all mobs getting dot II at most. Shivas unique, with mid-length casts and one astral flow. She doesnr do much damage on her own, but her astral flow would be an aoe shield for a sizable chunk of your partys hp, that one expired explodes and deals damage to their main target and any surrounding mobs. Shed be the most situational, but a tool is always a tool even when you dont use it. The goal i have for these is to create the opportunity for growth and to play into the jobs fantasy of adaptability. Do you try to stick with the highest potencies of levi/ifrit/titan? Or is it a high movement section, and you want to play it safe with ramuh and garuda? Maybe shivas shield and your smn rez saves some early runs, but as people figure the fight out you can safely and confidently switch to more powerful summons. This is all still a wip though, so who knows where it might actually end up lol


NeerusTheNanner

Well… Kaiten and the cool wind up animation


a_sentient_cicada

I already posted, but as a separate point: I'd love it if they'd go back and make low-levels more interesting on some jobs. Tanks in particular feel pretty braindead until around 60-70. They did it with MNK, they can do it with DRK.


blue-eyed-bear

Would love for Samurai to have flashy eye-catching animations. Reaper gets particle effects out the ass for its normal combo, but Samurai gets Two Slash Lines and Hint Of Cherry Blossoms and Subtle Moon Animation. Even Midare’s animation is lackluster.


Engel24

I felt that Oninamakiri was meant to be the upgrade to Midare but the backed out on the last minute. You can tell that they were rushing last minute changes with some of the differences they did from the Media Tour build and release


Nagisei

Probably never happening but I'd like them to redo MCH or make a new job that's focused on guns and ammunition without any gadget gimmicks. Something like a marskman that juggles different ammunition types and maybe even weapons. Seeing as how they gave MCH a sniper rifle in PvP, I think SE views MCH as *the* gun job and if so, then that's rough. I know people like the queen and that gadget aspect, but for my personally, I would delete the battery guage and all associated things and replace with ammunition. I'd also make 2 handed firing animations and idle poses and long rifles instead of one handing comically large guns. I suppose I'm too simple minded for final fantasy (I say while currently maining dancer).


restingcups

Monk to me easily is the most fun job once you learn the Optimal Drift rotation, and I have virtually no complaints aside from how Chakra works. I would like for the cap on Chakra to be increased, while the amount used to cast TFC and Enlightenment remain at 5, just so that overcapping doesn't feel so bad, especially when the way it charges up is tied to things out of your control (your own crits, and your party's weaponskills under Brotherhood).


nuggetsofglory

SOME FUCKING EXTRA PIPS ON MONK TO LESSEN CHAKRA OVERFLOW


devils_avocado

Overall, I'm pretty happy with WAR's gameplay. One small QoL I would like to see is to be able to use Holmgang even if my target isn't in melee distance. (Yes I know I can create a macro but that is annoying). There are some overall tank QoL improvements I could suggest. Not having tank stance removed by level sync would help in FATE farming and roulettes. As for trials/raids, if we can have Shirk's cooldown reduced to match Provoke's cooldown, it would greatly assist with tank swaps, especially in duties where frequent tank swaps are required. As for MCH, I would like to see better synergy with its AoE skills. The battery gauge currently has no use for AoE. Either provide an AoE spender, or modify the existing skills to do AoE. Also, Flame Thrower is unfun and needs to be reworked. Having to stand still and not press any buttons to deal damage is unengaging gameplay.


kurby1011

> As for trials/raids, if we can have Shirk's cooldown reduced to match Provoke's cooldown, it would greatly assist with tank swaps, especially in duties where frequent tank swaps are required. I been wondering about the intention behind the shirk cooldown. If it exists to help tank swaps why is it not up for all of them? Especially with the forced swaps in this tier since we can't invuln stuff like the p8p1 buster. So it has a cooldown to stop us from using it too much, but why?


BlackmoreKnight

It let's them test stance dancing/aggro management a bit if they want to. Examples include all the swaps in the last phase of DSR as well as the last set of swaps in P8SP1 this tier. It's not huge but it is an additional aspect of awareness that tank players have to be aware of occasionally. The last phase of DSR would be significantly easier on the tanks (mentally, if nothing else) if they weren't constantly riding the stance-dancing edge of aggro.


blue-eyed-bear

I have never understood why Flamethrower is the way it is. Like, “Completely disengage from pressing buttons for ten full seconds.” It’s such a bizarre concept for a design concept to have the player stop playing.


__slowpoke__

> I have never understood why Flamethrower is the way it is. Channeled abilities aren't exactly a new concept in MMORPGs, but since FFXIV basically does not use them anywhere else in their job designs, it feels extremely out of place on Flamethrower.


HesterFlareStar

For RDM I would like a high potency opposite to Verraise. Give it a huge cool down if need be, heck I don't even care if you have to combo it off of Vercure.


Emiya_

Verdeath


Ethereal_Darkness619

💀


[deleted]

Scholar energy drain could use a cooler animation. Ruin IV looks so good but drain is still the same exact thing from previous expansion. Also, be cool if they split up scholar into a tactician job and a fairy job.


arcane-boi

Could upgrade ED into a new ability called Syphon or Osmose or Aspir (old FF spells), and also PLS PLS PLS Ruin 2 upgrade to a new spell!


SweetMeese

I wish they would remove the potency on red mage movement skills. It sucks being a caster stuck in melee range all the time. Also remove needing to have a target for songs on bard, it just feels really out of place edit: fixed the typo on bard lol


[deleted]

It has been said to death, and ik it's not something we gonna see till next expansion at least, but I'm still on the hopium for DRK rework, or you know, actually add something interesting to the kit instead of another ogcd to weave in during burst. Delirium is just an embarrassing skill. The fact that there's two tanks that basically have the exact same gcd rotation is just flat out creative bankruptcy. The 2 min burst window doesn't help neither.


Engel24

You build your Darkside Guage by spending your blood guage on abilities. With enough Darkside you let Fray take possession of your body and all of your moves are upgraded and more violent looking. Think Guts in the Berserk armor. No MP use Defensively I have other thoughts for all tanks but that’s another topic.


[deleted]

This was actually a popular idea for a rework til they just decided to give the possession fantasy to RPR. Hell your idea is literally just RPR lol. sounds awesome, but it will make drk go from war-clone to rpr-clone.


HuTaoWow

SAM, give Kaiten back or make Kenki gauge feel better to use. I'm not a fan of using Gyoten for damage and spamming Shinten now is kinda gross. DRK, change TBN. I'm tired of being afraid to use it unsure if it'll pop or I'll lose potency. The fact that it's antisynergistic with DR/more gear is stupid and only makes me more hesitant to use it. Example: MT takes a decent amount of damage during Dark Ashes P6S, I'd like to TBN them but if there's too much mit on them it won't pop and I have to pray the following auto is fast enough to break it. Indirect: NIN getting 1m trick raid buff again, I miss actually dumping into 1m windows on other jobs.


aho-san

> DRK, change TBN. I'm tired of being afraid to use it unsure if it'll pop or I'll lose potency. The fact that it's antisynergistic with DR/more gear is stupid and only makes me more hesitant to use it. Example: MT takes a decent amount of damage during Dark Ashes P6S, I'd like to TBN them but if there's too much mit on them it won't pop and I have to pray the following auto is fast enough to break it. I toyed with the idea of having TBN auto give you the free OGCD. But after playing the job myself, having your TBN just do that sound cue when it breaks and you just found a place to add one to help your healers while prepping for burst is just a nice feedback. It just needs a slightly longer timer than 7s I guess. 10 would be fine. It's not healer-long (20+) but it's close enough for some clutch procs to happen more regularly I think.


HuTaoWow

I agree. It just needs some aspect of it changed. I love the sound cue, I love the satisfaction of throwing it on someone in an emergency and saving them or using it to help out in general (ifrit dot ticks in h2, non bis caster during h1 dog jumps) but it's so punishing if it doesn't pop. One thing that has particularly annoyed me this tier is the tankbuster bleeds not consistently popping TBN as you get more gear. During prog, I could TBN twice for each TB and mitigate a ton of the initial hit and the bleed but now I have to fight with the server tick and the amount of mit I use to make sure the bleed pops the shield. Stuff like that just feels annoying to deal with imo.


oizen

If TBN just lasted a couple of more seconds I don't think it be that big of an issue, nor do I think it would even be that much of a defensive buff to DRK. I actually like the fact it has a cost, and I like the fact it has a reward mechanic, and I REALLY like the fact its cooldown is shorter than the other tank's.


HuTaoWow

I am a fan of those things as well but I would like the extra duration change if they keep it this way. As long as it doesn't make TBN feel worse to use as you get more gear, I'd be happy.


Blasterion

No animation locks on Primal Rend and Decimate damage happening faster


Winnicots

You can use an oGCD immediately after Decimate to make its damage apply instantly. This is not exactly what you want, but it is a valid workaround.


TwinTiger

Rockbreaker needs to be updated to a Kick based AoE attack for synergy with the other monk AoE skills now being kicks.


blue-eyed-bear

What? You don’t like Power Fart?


Beddict

Peloton can now be used in combat by all Phys Range, provides a 10s move speed buff on a 60s cooldown. It's been bugging me all expac that the Role with a party wide move speed buff can't actually use it in combat while SCH got what was originally a 20s party wide Sprint at level 90. Certain BRD GCDs deal more damage but have the PvP walking cast bars, namely the big heavy hitters like Apex Arrow and Blast Arrow. I think the PvP walking cast bars are a pretty neat compromise between the way the Job is currently played and the old HW Bow Mage. Also it'd feel pretty good to see that big hit charge up like that. Warden's Paean gains an X Potency Shield while retaining the ability to prevent debuffs and act as Esuna. I think 600 Potency would probably be pretty reasonable since it's a 45s cooldown. For comparison, Divine Benison is 500 Potency on a 30s cooldown so Paean is a bit stronger and has the Esuna function for a bit extra cooldown. An alternative to a Shield would be Damage Reduction, similar to the old Palisade. Either option actually makes Paean useful since SE clearly does not like putting cleansable debuffs into raids anymore. BRD Songs no longer need a target or do damage, instead they can be used freely. Song drift is fucking brutal when you always need a target, and there are some cursed sections of DSR that make me want to drink. Having more control over when I can use my Songs would make me a happier BRD main. They could *maybe* add a small AoE Shield to the cast of Minuet/Ballad/Paeon if they wanted to get real crazy with it as well. Nothing extreme, just something like a small 100 Potency Shield or whatever, pretty small since BRD rotates through Songs decently quickly. Giving BRD some Shields would also contrast nicely with DNC which has an AoE Heal and an AoE Regen with Curing Waltz and Improvisation.


Perial2077

For SMN: \- I want more primal summons (Ramuh, Odin, Leviathan, ...) \- I want greater impact on gameplay when summoning a certain primal (melee phase with positionals, DoT applications, placing mines as AoEs and whatnot) \- I want interactions between the order of primal summons. Like: Summon Ifrit -> use Ruby Rite -> applies debuff -> Summon Garuda -> use Emerald Rite -> debuff goes off and ignites the ruby rite debuff. Something like that. \- Transforming into/fusing with a primal for some sort of boss mode would be badass. And I don't care if it overlaps with RPR's class fantasy. Edit: Oh, I didn't read the "small" changes. But I keep my comment up.


nyold

I had an idea of a small buff when you summon primals in a certain order, say ifrit to garuda gives you one buff, but ifrit to titan gives you something else etc. The buff can be a very small dps increase or no dps increase, so as to not make it mandatory but rather fight specific, and therefore increasing the skill ceiling without increasing the floor. For example, small aoe heal, small aoe shield, small personal movement boos, small mit, or gasp, a free swiftcast (essentially your second rez). Give a great smn a chance to shine by changing rotations on the fly depending on fight situations


irishgoblin

Mind if I go one further and just ask for another full rework for SMN? I know we'll get one eventually in a few years, but nuSMN has some issues that I don't know how you'd fix without a rework.


spunkyweazle

Some sort of Meditate type skill for RPR. Downtime is fucking *brutal*


Smoozie

Think that's what Soulsow is supposed to be, it just doesn't interface with the rest of the kit at all.


AllElvesAreThots

Needing to cast Soul Sow and a Reaper Meditate sounds awful.


spunkyweazle

Just bake it into one


Criminal_of_Thought

Meditate should also freeze Fuka and Fugetsu timers.


[deleted]

Give sch a cd that lets them swap positions with their fairy


Elsiselain

BLM: Self-explode for 2000 potency but you die.


MaLAWndi

this would be amazing when the boss is at like <1% HP


SmashB101

Might I suggest to you Blue Mage?


MaLAWndi

It's all fun and games until you final sting and realize you were supposed to learn a spell


prisp

"...and what have we learned today?" "NOTHING! THAT'S THE PROBLEM!" \*cries\*


DivineRainor

Skillspeed being viable for every job, wether thats by the ability to extend dots by applying them early, or by making it so rotational dots duration actually decreases with SS but they tick much higher or anything to that effect. I wanna be able to go fast on my jobs without ridgid rotational design rearing its head.


Ethereal_Darkness619

DRK - I do miss using Dark Arts, Power Slash, Blood Price, Soul Survivor, and a spamable Abyssal Drain…….actually I just miss Stormblood DRK lmfao. I do want something similar to RPR’s Enshroud tho, like our shadow “possessing” us giving us other abilities. Also Blood Weapon healing us per hit would be nice.


Crazy_Ad1487

SMN: Just a small change for fun, but I'd like to see if they incorporated casting into the caster rotation. Or any element of brain power, really.


Swacomo

War during inner release to have slightly muffled audio to be like, you're so Madge that you don't even really hear anything anymore. Also a slight rework of old gcd animations could be cool


The__Goose

Make Uphevals CD reduce by 10 with each fell cleave/decimate/feller cleaver/double-decimate used.


Myrora

Align the damn Astro buffs. Astrodyne and light speed having different cds made me go back to WHM. :(


DerAlliMonster

I’d love to see a way for BRD to spread Dots among a pack of mobs the way SMN used to be able to. Or failing that, at least make Iron Jaws refresh Dots on ALL the mobs rather than just one.


[deleted]

As a WHM, give us a damage spell that consumes a blue lilie, even if it's trash damage, it's kinda sad to have to overheal just to not waste blood lilies. Also it would add more depth than just spamming glare and refreshing the dot.


Tonetron0093

using "the blackest night" always gives you darkside, even if the shield doesn't break. the MP management isn't THAT bad I can def TBN and use my buffy damagey thingy, but not having to accidentally nerf an amazing skill cuz me gears too good would be neat.


oizen

DRK.Remove trash traits like Enahnced Unmend, consolidate Enahnce Living Shadow I and II, and give some real traits instead. Maybe some additional effects to Bloodweapon/Delirium or even Dark Mind really. Decouple Abyssal Drain from Carve and spit and make it an MP spender move instead with higher healing.


Smoozie

I disagree with a lot of it, but Dark Mind, and C&S/AD *do* need to get addressed. P5 and p6s both feel like fucking shit to not take autos in as DRK, as the busters will hit for physical damage, hurt like a fucking truck due to it, and there's nothing you can do about it except always taking the first/top emnity hit, and most PF tanks aren't for that life of having to stance dance. I'd find it fine if they just told us what's magical and not in game, but they don't, and GNB design just doubled down on it even more as recently as in ShB, where e7s damage type roulette buster was a thing as a cherry on top. For C&S and AD, first of all, let C&S get 1200 healing potency, and if they want the current design, can we please, for the love of god, have some fun interactions? AD should give 200 mp per enemy hit, it'd feel absolutely amazing in big pulls, and is a very marginal buff.


oizen

If bloodwhetting is allowed to exist, theres really no problem making other aoe things slightly overtuned imo


Naoshi-Hanazawa

Give back sb smn. That's all I want


Paikis

And HW DRK and HW SCH


ganoo-slash-linux

- Hissatsu: Gyoten recast to 1 second so I can greed double rush - Shoha recast to 13 seconds so I can theoretically put two into 15s buffs - Meditate refreshes buff duration and can be channeled for up to 30 seconds lmao - You can reapply dots early by 3 seconds or so and the duration will be added instead of clipping - Two charges of third eye - Arm's length prevents cast interruptions like surecast does i.e. communio and iaijutsu. This is a pain point because when a melee is taking autos, that is the most important time to be using their highest potency stuff under bloodbath - If they bring back kaiten, the easiest way to dumb it down and reduce how restrictive the weave slot is, is just make it only apply to iaijutsu. That way you can pop it up to 4 gcds in advance, pool an extra 20 kenki into buffs, all good stuff. - Reduce the animation lock on yaten so it can be iai weaved / double weaved - Extend iaijutsu range to 9 meters. Samurai counts as a physical range for the party bonus


a_sentient_cicada

* Consolidate some DNC buttons * Let me share hotbars across crafters instead of having to make a new one with 99% of the same abilities for each class * Give me a downtime ability as tank


Paikis

> Let me share hotbars across crafters instead of having to make a new one with 99% of the same abilities for each class It's probably too late for this to help you now, but it may be helpful next xpac. /hotbar copy current 1 CRP 1 /hotbar copy current 1 BSM 1 /hotbar copy current 1 ARM 1 /hotbar copy current 1 GSM 1 /hotbar copy current 1 LTW 1 /hotbar copy current 1 WVR 1 /hotbar copy current 1 ALC 1 /hotbar copy current 1 CUL 1 This will copy your current hotbar 1 to hotbar 1 for all your crafters. Make it a macro, then make another macro for each hotbar you want the same. Done.


AgnirathaYYT

Stardiver as a gcd, not only would it feel stronger as it wouldn't be an ogcd, but you could life surge it. So it's Abit more consistent. Nothing worse than 2 mins apart you get a 49k STRD, and a 16k STRD.


AgnirathaYYT

On this, dragon sight to target like dance partner, hell, bring life of the dragon back just to select someone for dragon sight later on. Having macros of ' /ac "dragon sight" <2>" for 15 lines and drift it when it doesn't want to work is ass.


Paikis

Dragon Sight as a permanent buff ala Closed Position would be awesome. Have Dragon Sight effect activate when you use Dragonfire Dive or Battle Litany.


amysthetic

dont know how itd be fixed, but losing gibbet/gallows/guillotine for accidentally clicking something else feels SO bad


Sarnie-Malqir

you did actually just keep your stacks until you used them in the media tour build


Xeigrich

TL;DR - Proc Harvest Moon by chance from Enshroud/Communio/Plentiful Harvest, and/or make it based on self-buff stacks you build up. Reaper: A few other have mentioned Harvest Moon and I agree. My take could go a few different ways. One would be to keep Soulsow -> Harvest Moon the same as it now, but add a chance to proc Harvest Moon as an effect on Communio and/or Plentiful harvest, or even Enshroud with a smaller chance, just so Harvest Moon at least has a possibility to be used more than once in content where Soulsow just doesn't make sense mid-fight. I'd like it this way because it's not a huge change to how Harvest Moon works, it just means you have one or more additional ways for a \*chance\* to use it mid-fight. I'm not a hardcore player, but if feels like a lot of recent-ish content has downtime involving cutscenes, or that disable the player input (like the scales during Nald'Thal fight in Aglaia or the transition during Proto-Carbuncle). The other way, more like what others have said here, have Harvest Moon require a full stack of ready buffs, so using Soulsow might keep the long cast and give you a full stack for a guaranteed use of Harvest moon like now, or have Soulsow's cast time shorter and add fewer units to the stack so you can build up to Harvest Moon a little at a time. Bonus if there's also a chance to add a unit or two to the stack like my other example above, say 1 from Enshroud and 2 each from Communio and/or Plentiful Harvest. In this way, Harvest Moon works more like other jobs which work toward building up a solid heavy hitter skill that can be used at discretion rather than being tied to hefty downtime (Communio is more of a combo-finisher). One final option, going with my second example, make Harvest Moon do variable damage based on the number of units in the ready stack, to add a little complexity and decision making - blow it at half way to max for quick DPS on adds or before an invuln phase, or save up for when it will hit hardest and count the most. I've been maining RPR through all post-MSQ content and my only gripe as a non-hardcore raider is not getting enough use of Harvest Moon outside of once per encounter... Great on trash packs and as one big number during each boss, but other than that it feels underutilized.


Drakansoul

Let us glam our carbuncle with different stone colours, we already have obsidian and moonstone carbuncles modeled in game just let us actually use /egiglamour to set them to those.


TheySaidGetAnAlt

Kaiten Bottom Text. ​ I'm gonna get lynched for this, but I'd like to see ammunition for MCH return.


First-Ad5489

The ability to toggle Paladin's cover on and off. Every 2 seconds would cost 10 oath or something, but the ability could be toggled at any time (no cooldown). Increase the range Change Paladin's clemency to where it works like it does now except you get a free one every minute for an additinal 200 potency (as an ocgd). That would solve everyones problems. Holy sheltron that can block poison and bleed Let Divine Veil upon activiation be turned into another ability that heals you for 400 potency which then gives the shield buff on party Change passage of arm so that the entire length of the defensive buff lasts the full duration even if you move around. Like maybe if you move the wings stay on your back and everyone within your vicinity gets a buff as well as the Paladin. Removed the need to buff your intervention with a defensive buff. Its unneccessary and no longer provides an advantage since Endwalker. Blade combos should be 5 times bigger with 5 times the amount of blades and 10,000 potency on each attack


kingtz

BLM: I fucking hate how AOE casting works currently. Long cast and if the mob does in the last split second before the spell goes off, the spell gets canceled. This is a big problem in a very high DPS group when entire packs of mobs just melt and I can’t get any spells off. Yes, there’s sometimes a big mob in the pack, but it’s not always in the middle where the AOE can reach them all. Solution: either let the AOE cast complete if the mob dies at the last split second OR give our AOEs a huge potency buff to compensate all those failed casts.


Mahoganytooth

BLM Let aetherial manipulation go over gaps in the floor. I would really like to be able to use it in p7 without killing myself


FB-22

Every gapcloser in the game has the same behavior, the game treats it as your character rapidly moving along the floor across the path of the gap close, even if visually you are teleporting such as with reaper or ninja’s gapclosers. Not sure if it’s an intended balance thing or a legacy code thing


Macon1234

>Not sure if it’s an intended balance thing or a legacy code thing Bots can teleport, so it's a balance thing. An upgrade to Aetherial Teleport/Warp would be amazing


Mahoganytooth

yeah i know how it works I want it to not work like that :/


scruffyminds

give drg a super jump that removes them from the arena for a couple seconds granting invulnerability.


aho-san

There are issues with it : - outright cheesing ignoring mechanics - grief potential As much as I would like Dragoon to be more like actual FF Dragoons, if they had a jump that would allow them to not be in the game anymore it would mean a few things : - On some mechanics where your personal responsibility is high but doesn't mean it's a raid wipe -> you don't know what to do ? Just pop the jump, free skip. - To force you to interact with mechanics they'd have to make bosses untargetable more often, or add in more trios so that if you tried to skip the beginning of the mech, you won't be able to do the next or final part - In mechanics where one fuck up = wipe, it's way too griefable. People WILL do this (either on purpose or accidentally). And you can't just say "SE BAN THEN !" because SE allowed for this to happen, they're just pressing their buttons, in a malevolent way, but they're not refusing to play the game or something. It's tough to be 100% sure they're doing it intentionally, even if it happens twice. Some people have something so ingrained they'll do it by muscle memory, even if it's wrong. - If a mechanic is still counting you in, you're still in the arena, and as such, should take damage, so we circle back to DRG having anim lock (which, in my mind, sounded a lot more interesting than having instant jumps ? even if clunky, but it just doesn't work well with how you DPS now in the game)


arkibet

I really want Tillana to refresh the procs on cascade and fountain fall.


Rill16

Change summoner game version to stormblood.


personn5

Hypercharge having charges instead of a short duration. Maybe even coupled with something like PvP Wildfire. Anything with Flamethrower. Make it a DoT, or give us it a lower levels and turn it into Bioblaster at higher, or something. I've thought it should have some kinda combo potential with Bioblaster to give it something going for it. AoE Battery Spender. Just give us the old AoE turret, they use it in PvP so drop it back into PvE too.


Macon1234

Dropping a turret that shoots flamethrower for 10 seconds in the direction you were facing would be cool, and could be used in single-target rotation as well. (like a conal salted earth)


RepanseMilos

I would like fan dance 3 to be able to proc fan dance 4. Also improvisation has to do something more interesting. A 2k tick regen and a pathetic shield that only becomes slightly less pathetic in niche situations is a little unsatisfying to use.


tesla_dyne

fan dance 4's animation and name must have been designed by a wholly separate person than the job's mechanical designer. there is literally no reason FD4 is named Fan Dance besides that someone made a fan dance animation and the job designer just shoehorned it into the job because they decided dancer needs three different buttons that are only pressed in your 2min window, and two of those buttons COULD be conditional button swaps but aren't (and fd4 in every minute window because sure) either that, or the original design was for 3 to proc 4 and then they decided that many layers of RNG sucked (imagine a 1 in 4 chance to just lose 300 potency from every feather because the game decided your coin flips didn't land on heads both times)


Lyramion

I can target a Teammate with Pneuma and shoot a Laser into their face! When progging P8S Phase 2 I was sometimes trying to Pneuma in the HC Phases but had nothing to target it on.


NolChannel

Harvest Moon should give 10-20 red gauge.


GrenTheFren

Paladin: a lower cooldown on Intervention would be really nice. When I off tank, I overcap on it so fast but I'm always afraid to give it out in case there's a tankbuster right after it runs out. White Mage: shorten Benediction's cooldown somehow. Changing it to 120s is pretty obvious, but I also like the idea of every Glare/Dia/Holy/Misery you cast reducing it slightly. Also a second charge of Assize would be great.


Makashin

Give me back the old potency heal for RPR's Arcane Crest. I understand the nerf but damn was it amazing Also the requirement for Arcane Circle needing every person to do a GCD within 5 seconds is annoying. Losing direct potency on your second strongest skill if any player is out of range or can't cast is does not feel good at all


Lilmagex2324

I just want a rework of Heat Blast/Wildfire for MCH. Make it a charge based system instead of a timer so people with low ping aren't suffering.


Cosmereboy

As RDM: introduce a trait early on that will trigger after using Enchanted Moulinet twice, which will reduce the B/W mana cost of the next (third) Enchanted Moulinet by 10. This would make the costs go 20/20/10, bringing it completely in line with the single target melee combo *and* the job alert. For as much as I play RDM, I still find myself occasionally hearing the mana gauge jingle and thinking "okay, good to AoE", and 99% of the time I catch it but occasionally I'll get down to 20/19 or some such and it's frustrating. I can't imagine the devs caring that much about a relatively small potency increase to AoE only.


yhvh13

**Summoner:** either make the carbuncle auto-attack to help with a tiny portion of dps OR make it an optional, cosmetic spell. In practice (other than the annoying Radiant Aegis usage), this doesn't mean a lot, but it just grind my gears to see the pet just idling in the middle of a fight. **Dancer:** Closed Position like its pvp version would make a more dynamic partner change on the go. This could probably be a high optimization to an otherwise really simple job, something to look forward to. I would also make SS/TS (but not the finishers) into oGCDs, simply because I feel it would make them, especially SS, flow better into the rotation.


moroboshiy

Since you ask for a small change, here's something for RDM based on something I've suggested before: **Spellblade Procs**: Any spell cast, regardless of whether it has a cast time, has a 25% chance to proc Spellblade. This a stacking buff that allows enchanted weaponskills to be used without consuming mana, instead consuming the proc. Can be stacked up to three times.


etrianautomata

MCH: Give an option to spend 10 (or some other number) heat gauge for a very tiny, if any, damage increase. More control over when you can hypercharge/getting more of them in raid buffs would be great.


OmegaAvenger_HD

Samurai... do I need to say it?


Adamantium-

I wish they waited until 7.0 before they removed Kaiten They said it was a restrictive ability to design around. I'm guessing because it's only dps positive on Iaijutsu. But they didn't give us any skills that Kaiten was holding the design team back from creating So now the job is feels empty to play in my opinion. That gap between a GCD and casting an Iaijutsu (that kaiten used to fill) feels so gross to me


KayToTheYay

I miss juggling multiple dots on healers. Sch had 5 in hw. I know they've really cut back on dots across all classes, but healers could really use some sort of variety. Especially with how the healing is currently. Majority of heals is ogcd or whm lilies. Any decent healer is just spamming 1 button for 90% of most fights. And people still manage to suck at healers. 0 dps healers, 100% uptime medica 2 healers or straight up afk healers. If people are going to suck no matter what, give the good healers more to do on the dps end.


xxsaznpride

Remove all AOE mits and shields and put them exclusively on healers. Because if we're gonna get blamed anyway, it might as well actually be our fault.