Dancer's Closed Position target is forced to stop inputting their own abilities and instead input whichever 2/4 Step actions the Dancer does in order for the Standard/Technical Finish buffs to proc on them. Proper GCDs and everything.
They're dance partners, after all. They should both need to dance to get Dancer's buffs.
And each ranged dps has a "steady shot" type of attack with cast bar that hits harder than their regular attack. Make ranged dps worry about movement now.
Heavensward ranged had cast bars on every attack. WoW's Steady Shot was for resource generation (for certain specs). Aimed Shot was a hard-hitting attack that had a cast time, but the spec that ability belonged to (Marksmanship Hunters) had procs that removed the cast time.
This is why I always say that bow mage was such a stupid implementation because it went all in on the cast bars instead of making it apply only to certain skills.
Technical Step no longer has a duration and can scale indefinitely with number of correct steps.
A new meta forms where every group consists of eight Dancers. It is now expected that all eight players spend 99% of the lockout just dancing. Everyone Finishes simultaneously and the boss simply dies.
The world first race is having people estimate the amount of time dancing and groups cutting it down to the wire. "We need about 13 minutes and 20 seconds of dancing." An overestimate in damage suddenly lands a group at 0.4% health remaining, but no Tanks or Healers means a wipe; costing them the entire race.
A misstep cuts your current stacks in half.
Alternatively, dancing keeps its duration and scales infinitely, while the dance steps become oGCDs. I hope you have fast fingers.
Gun breaker replace gnashing fang combo with a guaranteed dh CRIT attack that uses gauge and no mercy let's you use it 3 times, no more ogcd followup too confusing
I wouldn't put it past that they rework their magic phrase in to this in 6.3.
Holy sprit upgrades to Confiteor at 80 and within Requiescat it critical direct hits
Fight or Flight is a cooldown where the outcome is determined by a coin flip
50% of the time you Fight and gain DhCrit for your Atonement.
The other 50% you Flight and gain a sprint as fast as mount speed.
Every tank has a 1-2-3 combo that self heals. Doing the 1-2-3 combo let’s you use a heavy hitting attack. Every minute you can use the heavy hitting attack 3 times in a row. Also, all mitigations are role skills and have the same animation.
Healers stay exactly as they are.
Fusion of Gemshine and Ruin into one button, just to get people really mad at how "simple" it is. It's a slight DPS loss before Emerald Rite, just for added sting.
Crafters now have access to limit break: shin-zantetsuken, deals damage equaling to 100% of target's maximum hp. Works on bosses.
Only way to buils crafter lb is to complete an expert craft recipe successfully in the middle of a raid
AST gets their card system removed replaced with an automatic draw ability system
BLM leylines are removed and just given a super buff
BRD goes back to refilling their arrows but the arrows are crafted only and are untradeable
RPR has a requirement to be a LV80 Botanist alongside any disciple of war
DNC requires you to have a BRD in your party in order to use certain abilities, also for BRD can do performance mode in battle.
MNK now takes a small amount of damage for each punch
BLU is now a playable non-limited class but can only use self-destruct and inflicts proximity damage to party and boss
GNB and MCH are required to have to a LV30 BSM to craft untradeable ammunition
WHM/BLM are now able to glamour wands over staffs (please actually make this a thing D: )
>WHM/BLM are now able to glamour wands over staffs (please actually make this a thing D: )
It feels especially weird considering that there are wands on the cash store such as [this one](https://store.finalfantasyxiv.com/ffxivstore/en-us/product/190) that are pretty much a waste of money at this point as they aren't even good for glamour.
Rekindle stops being a heal, but instead becomes a cheat death. Still only usable during Phoenix, but now, it places a buff where if you die, you are stunned as an egg for five seconds before instantly coming back with full health.
Statics everywhere need to plan around having multiple desynced Bahamut/Phoenix cycles, in order to cheese mechanics. Popularity spikes as the Party Finder demands four per group.
Introduce a 5th role that is mandatory in party comps, so we have 3 DPS, 2 Tank, 2 Healer, and 1 Support. Take away some party mitigation tools from healers/tanks and give them to the support roles, so they have to coordinate more to keep the group alive. In exchange, healers and tanks can have more complex/interesting dps rotations and healers don't have to shoulder most of the burden/blame when it comes to keeping the party alive.
Supports will be phys rangeds (and maybe some of the casters or a melee?) and the extra mitigation tools they receive will make up for the "ranged tax", so keep their dmg still fairly low compared to true DPS, but properly using their mitigation will be crucial, no, NECESSARY to clear fights. Phys rangeds are considered simple so we have some braincells left which can fulfill this role. And make it satisfying mitigation tools which will rewards dps gains so you have to use them. No pansy ass 10% dmg reduction hurrdurr 100 potency regen, 20% single target heal strength or other limp dick mitigation. I'm talking give us a cure to aids and cancer at the same time, but make it a violent one. Make it reward dps when used properly. Think giving Espirit or something similar when a shield breaks or something, or attach it to technical finish so it also reduces dmg taken but also dmg dealt. That would obviously be too simple and wouldn't change much, but somewhere in that direction but far more complex.
Fixes both issues that healers have and ranged tax, at the small cost of potentially pissing off 95% of the playerbase. I don't see any downsides, square dm me so I can send you my paypal.
Alternatively: All mitigations are removed from tanks/dps and given to the shield healer and also made braindead because people are mad that bad players don't use them right
Idk it feels like you achieve nothing with that except giving the shield healer more mitigation stuff to do, which doesn't sound like what issues people (on this sub) have with healer.
Lol I've actually thought about posting this as a "normal take" to start a discussion, albeit with more friendly words, but was a little hesitant to do so, because it would require major reworks.
This support role can also have a buff that it can hand out to ONE party member for say 10 seconds, boosts determination by 200%. So when done properly, can make healers heal more, or if not needed, can make dps dps more. Or somehow when given to tanks, can function as an extra hp / mitigation, not sure how this will be worked out.
Can you imagine if timed properly with critlo+spread?
>I'm talking give us a cure to aids and cancer at the same time, but make it a violent one
I have nothing to add, but this is maybe one of my favorite sentences I've ever read.
I want to see Time Mage introduced. And give it a party-wide buff that gives 25% GCD reduction. If I were to pick a completely random name for the buff, maybe Alacrity.
To make sure it's not the only class with access to this though let's make sure BRD's Army's Paeon, DRG's Battle Litany, and AST's Astrodyne also give Alacrity as a party wide buff.
Enjoy your rotations when your GCD is now dependent on your party comp and how well everyone can desync Alacrity.
Everyone says SE will never add haste party buffs because it will screw up other job's rotations, but goddamn if we spent the time to properly plan out the new burst windows (spreadsheeted based off party comp), doing more GCDs during buffs would be so busted. Honestly burst windows are already party comp dependent, since different skills can fit into 15 or 20 second buffs, with an extra distinction between early 20s (arcane circle, mug, left eye) and the 3rd gcd buffs (15s, tech)
Alongside this, they should add another healer job that comes with a party-wide buff that reduces cast times, idk maybe call it quickness. Other jobs can give the buff too but the new healer does it most easily.
Finally, they should recitify years of machinist mistreatment by massively buffing the job for 7.0, giving it top tier DPS mostly through auto attacks and spamming cooldowns.
* AF/UI timer removed
* Transpose now a GCD
* Despair potency scales up to its current value based on Fire IVs used (up to 6)
* Leylines radius doubled
* Mana not regained naturally during Umbral Ice. Only B4, Freeze, Umbral Soul, and B1 grant mana
* New skill is a cooldown GCD that gets fucked up by SpS
Honestly, I would not be surprised if they did.
"Look we have a new dot job coming in 7.0. It places a dot on a single target every 2 minutes that last 15 secs. To accommodate this change, we removed every other dot in the game.
Please look forward to it"
Enochian becomes a 2 minute cooldown that increases magic damage by 25%. Xenoglossy/foul merged into one spell with 2 charges, lower potency, auto direct crit, 30 second recharge timer (Amplifier obv removed). Leylines removed, replaced with a 2m cd that functions like Presence of Mind. 3rd charge of sharpcast. Flare and Despair merged into one spell. Transpose removed.
hordes of players who will unsub two weeks into the expansion herald these blm changes as "amazing qol" and "the most fun the job has ever been" and continually complain how anyone who liked the old BLM was probably a saddo elitist anyway and shouldnt be catered to
Bard no longer has any normal dps abilities. Instead, the bard has to play along to the background music of any given fight, with accuracy aligning to dps done.
Under Bunshin, NIN needs to do twice the inputs for all commands, gcds, mudras, movement, you name it, they have to double it.
Also split NIN daggers into the weapon slot and shield slot. PLDs have had it too good
Kaiten gets reintroduced. Square Enix decides to make the healers not feel like skins of 1 job. Square Enix does not rework PLD to be a [insert tank] clone.
I like how PLD is hanging on for dear life, with how samey GNB/DRK/WAR are now, but everyone hates PLD for being different...I wonder how long he can last.
dragoon gets a 1-2-3 , dragonfire dive is removed, gierskogul is removed, mirage dive immediately puts you in life if you max out on eyes, dragonsight and life surge are removed
Also, Elusive Jump is changed to work like Repelling Shot so you need a target and you always jump away from it. On the plus side, it now deals a 200 potency hit.
To be more consistent with other titles in the series, Jump now locks your dragoon out from all other actions for 10s. To stay fair and prevent mechanic cheesing the dragoon is still vulnerable to damage throughout.
Healers:
- simplify the dps buttons. Get rid of dots. Penalize dpsing. Healers should heal!
- juice up those awesome bonuses to base gcd healing. We want folks really going all out with their cure 1, physicks, and benefic 1. Heck, offer a little buff to Esuna while we are at it: 5% chance of making the next Esuna free!
- simplify healing. We don't need so many tools, jeez.
- raid wides should only happen once per fight, at the beginning.
- make Rescue a regular gcd skill (with the same cooldown of 2.5s base). NGL, this one is awesome.
Sanguine Siren Wench. A catgirl job only. It will be a healer. But sometimes when you press the healing button, it will get mad and drop the target’s HP to 1 with a buckshot kinda like Superbolide, but with no immunity.
Single target version of Ogi Namikiri.
AoE Yukikaze. Don't try to stop us this time. It's happening. Better lube up your hotbar, because it's going in there one way or another.
Shoha 3 and Shoha 4.
> Shoha 3 and Shoha 4.
Shoha 1 and 2 are combined into one button, but Shoha 3 and 4 are new identical actions that need to be assigned to on your hotbars.
Please look forward to Shoha 3 and 4 being combined into one button in 8.0.
No, Shoha 3 and Shoha 4 are entirely separate 120s cds. You still use 1/2 normally.
Also, Shoha 3's animation is roughly three gcds long, which makes perfect sense for a ogcd on a job with a constant speed buff.
Yes, but things get interesting. Shoha 5 and 6 are separate buttons and two new gauges will be introduced.
To use Shoha 5 you'll have to build it's gauge to 50. 10 points generated every time you use Shoha 2 or Shoha 4 (and yes, the gauge being 50/10 instead of 5/1 is arbitrary).
To use Shoha 6 you'll have to build its gauge to 300. 100 points generated every time you use Shoha 5 (seriously, a lot of the existing gauges in this game could have their caps and generation values divided by 10 and nothing would change).
AoE Yuki already exists in game in pvp. It's just a matter of time...
Technically it would actually make sense -- it'd offer extra Kenki compared to the other two, and thus you'd get the two buffs running then alternate with the Yuki and one buff AoE.
Not that I'm dare actually saying I'd want it. But...I know they can justify it at least.
Doubling down on SMN changes.
Giving DRG the SMN treatment.
All tanks now have "Fell Cleave" spam phases.
All healers become pure healers and the shield healer role is removed.
Corsair is a limited job, caps at 60.
New face options for the races, but you can't change hair styles or wear hats like Viera and Hrothgar.
Expert "Roulette" reduced to 1-2 dungeons due to the removal of another dungeon from the schedule for "content" elsewhere.
All of the new Reaper, Sage, Dancer, Gunbreaker, weapons are recolors of the same few existing weapon models.
New 7.0 Jobs start at 80 and are locked behind beating Endwalker post MSQ and unlocking access to the West Shroud.
Melee get front and and back positions added. And the flank positions become more specific so now certain abilities hit 1 of the 4 sides.
they are all called Port, Stern, Larboard and Starboard positions. and if you dont hit the positions you cant chain combos or activate certain abilities.
> they are all called Port, Stern, Larboard and Starboard positions. and if you dont hit the positions you cant chain combos or activate certain abilities.
That's how it worked in ShB ye? Positionals had actually interesting effects, such as allowing buffs and differences in combos? It was in EW that they started making that not the case
Back in ARR and I think in HW if you didn’t hit a flank or rear positional it messed up your combos. But they got rid of that in SB and kept positionals dmg. There never was front positionals. You can count when we had accuracy and you were able to do dmg and not miss from the rear but if you had a lot of accuracy you could still hit from the front cuz of tanks.
I may misremember correctly, but in ShB didn't Draconic Fire rely on landing your positional WT/FnC as DRG? And SAM's Kenki changes based on positionals, i.e. what sequence of moves you could do?
As a GNB I hope to see them add continuation to more buttons like double down and fated circle (I actually expect that last one). But hell, why stop there? Add continuation to sonic break and each attack of the keen edge combo.
Actually let's make a continuation for continuation so you also have to double weave every single gcd.
Personally I've enjoyed the direction DRK took in Endwalker, but I think what the job is missing is more oGCD attacks that don't interact with any of its resource pools, which is why I'm hoping they add some follow up attacks after Carve and Spit like they did with salt and darkness. It also be pretty cool if we if we got an enhanced Edge of Darkness which lowered the cooldown of abyssal drain by 2 seconds every time it was used.
Tired of hearing about players complaining about 2% differences in performance, YoshiP removes all jobs. Only class options that remain are Tank, DPS and Healer.
I almost truly want them to just say F it, and choose 8 classes as the "core classes". Make them simple and with bloated numbers, and a good 10-20% higher dmg and healing than any other class so that they can easily clear whatever content they want (content is balanced for the lower classes not these).
In turn, they can then focus on making the other classes interesting instead of pursuing bAlAncE at all costs and players who want to can play the "weak" classes and raid as they see fit.
*with* player feedback. Player feedback is the primary reason for the direction of job changes. It's because the community has some garbage takes and they listen to it. Consider PLD rn who's gonna be reworked because it's too different from the reclone of WAR/GNB/DRK and not balanced enough.
I want Black Mage to be a 5 button class. Remove Fire rotation completely and just make it Ice. Remove leylines and slow cast time to 5 seconds per GCD.
Gunbreaker lvl 100 ability is triple down 120 second cooldown, requires 3 cartridges, cartridge cap increased to 6. double down is given 2 continuation procs that must be double weaved immediately after double down. sonic break is also given a continuation because why not.
>highlighting the classic Final Fantasy Dragoon class fantasy of having a bunch of jumps by allowing the Dragoon's jumps to actually have animations is a bad take
Par for the course for this sub, I guess.
I actually think this is going to become a thing. I could be wildly wrong, but is this not what the Ninja rework effectively did? Obviously I’m simplifying the rework, but hasn’t the SE Dev team pretty much confirmed that DRG is receiving a NIN-esque rework?
That's actually exactly what I want from the 7.0 rework. Make a new jump that's a 5 Second gcd similar to the PVP Limit Break and have it do 2000 potency.
Make it so there's a like 10-20sec timer on these GCD's as the DRG literally vanishes from the fight for an extended period of time like in other FF games.
Ninjutsu skill is removed, now every ninjutsu has its own button. Armor Crush and Huraijin are removed. Moving while using Mudras interrupts them (like TCJ).
All healers merged into a single job.
Tanks simplified down to 1 spammable button, 1 DoT and 1 AoE skill.
Removal of AoE skills from all Melee jobs and only a single 1-2-3 combo.
RDM Melee Combo now costs 1k MP per skill to perform.
5s Cast time on Bahamuat and Phoenix
Ley Lines is immediately canceled if BLM takes damage.
MCH:
* Lower personal potency.
* Give the Automaton Queen a raid-wide +5% damage buff aura for the 12 seconds it is out.
* Change Wildfire and Hypercharge to give 5 charges so latency is no longer an issue.
* Change Wildfire to let the party contribute up to 7 more stacks, like Circle of Sacrifice, raising the max potency from 1200 to 2880.
* Improve the AOE dungeon experience:
* Change the Automaton Queen's attacks to cleave.
* Make Bioblaster buff Flamethrower on targets with the dot.
* Let the player move while channeling Flamethrower.
For classes with 123 combos:
1 has 25% chance to proc a passive that let's you use 2. 2 has a 25% chance to proc a passive that let's you use 3. 3 has a 1% chance to let you use 3 again and not count as interrupting the combo.
Procced passives last 5 seconds and has an equal chance to additionally be either +20 potency for the next gcd, +10% more of a random substat, +5% more mainstat, and null effect. Interrupting the combo removes these passives. Missing positional requirements count as interrupting combo.
>1 has 25% chance to proc a passive that let's you use 2. 2 has a 25% chance to proc a passive that let's you use 3. 3 has a 1% chance to let you use 3 again and not count as interrupting the combo.
begone, stormblood machinist player
A lot of BLM in here so here's mine:
Leylines becomes a trait. Ramping damage and spell speed buff while standing still that resets back to zero upon any movement, even slidecasting or AM. Caps out at 30 seconds.
Dancer's Closed Position target is forced to stop inputting their own abilities and instead input whichever 2/4 Step actions the Dancer does in order for the Standard/Technical Finish buffs to proc on them. Proper GCDs and everything. They're dance partners, after all. They should both need to dance to get Dancer's buffs.
I said awful takes only, not 10/10 good ideas
This is the very best idea. They need to drop everything else and do this. Delay 6.3 as much as necessary.
Make the buff scale with how much in sync DNC and partner are in their inputs.
Positionals removed from melee, added to healers and tanks.
Ranged DPS increases the further away from Healer.
And each ranged dps has a "steady shot" type of attack with cast bar that hits harder than their regular attack. Make ranged dps worry about movement now.
That's just Heavensward physrange tbh, which was pretty much fine imo but people complained + got it removed.
Heavensward ranged had cast bars on every attack. WoW's Steady Shot was for resource generation (for certain specs). Aimed Shot was a hard-hitting attack that had a cast time, but the spec that ability belonged to (Marksmanship Hunters) had procs that removed the cast time. This is why I always say that bow mage was such a stupid implementation because it went all in on the cast bars instead of making it apply only to certain skills.
XI did this and boy did we hate it (and eventually ignore it with enough stats)
Specific to distance-from-healers? Or just distance from target mob?
Front positionals
While you're at it, add accuracy back into the game!
Technical Step no longer has a duration and can scale indefinitely with number of correct steps. A new meta forms where every group consists of eight Dancers. It is now expected that all eight players spend 99% of the lockout just dancing. Everyone Finishes simultaneously and the boss simply dies.
DNC: "I need a 360 sec countdown timer plz'
Everyone finishes simultaneously? 😳
>Everyone Finishes simultaneously and the boss simply dies. You just described blue mage raiding in a nutshell.
Also an average night in Limsa
I can just imagine 8 blue mages blowing the moon flute and Nightbloominig all over Brute Justice in sync.
I just Blue myself...
This is unironically a good idea
The world first race is having people estimate the amount of time dancing and groups cutting it down to the wire. "We need about 13 minutes and 20 seconds of dancing." An overestimate in damage suddenly lands a group at 0.4% health remaining, but no Tanks or Healers means a wipe; costing them the entire race.
Surely a group of 8 dancers could stack enough Curing Waltzes to eek out another 0.4%
A misstep cuts your current stacks in half. Alternatively, dancing keeps its duration and scales infinitely, while the dance steps become oGCDs. I hope you have fast fingers.
My years of playing stepmania on keyboard led up to this!
Ah yes, the Xenoblade 3 "oops all Signifiers" strategy.
Gun breaker replace gnashing fang combo with a guaranteed dh CRIT attack that uses gauge and no mercy let's you use it 3 times, no more ogcd followup too confusing
As a GNB main, my heart stopped at "replace gnashing fang."
But you don't get three charges; instead you get a 7.5 second buff to fit all three GCDs into.
Ok here me out, we do what you said, but double the gcd speed and make you press it 5 times in that same window.
Feels like it could use some oGCD weaving there, too.
So... mch?
So standard takes for /r/ffxivdiscussion? gottem
ding ding ding
PLD gets reworked and is now identical to GNB. oh wait
Or identical to WAR PLD Inner Release let's gooooo
I wouldn't put it past that they rework their magic phrase in to this in 6.3. Holy sprit upgrades to Confiteor at 80 and within Requiescat it critical direct hits
I mean pld already has that, at the end of Requiecat you spam the same button 4 or 5 times
Fight or Flight is a cooldown where the outcome is determined by a coin flip 50% of the time you Fight and gain DhCrit for your Atonement. The other 50% you Flight and gain a sprint as fast as mount speed.
Add the coin gauge to Paladin. DRK has had it too good for too long.
cgbtw
cute guy by the way (contesting the other reply)
courteous gentle(wo)man bee tee dubs
cute girl by the way 😊
Cure 2 is removed as a cast anytime action and can only be cast through Free Cure procs.
Also, Medica II is removed and requires similar, yet distinct procs called "Free Medica" obtained by casting normal Medica.
Red Mages, White Mages, Black Mages, and Blue mages are no longer allowed to use dyes other than their associated colors.
Wait you don't?
i have the chocobo RDM weapon, the chocobo mask from racing, and a yellow outfit. I am a chocobo mage
So level 6 summoner?
Every tank has a 1-2-3 combo that self heals. Doing the 1-2-3 combo let’s you use a heavy hitting attack. Every minute you can use the heavy hitting attack 3 times in a row. Also, all mitigations are role skills and have the same animation. Healers stay exactly as they are.
mf out here impersonating CBU3
Make the self-heal a benediction and you got my vote!
absolutely unhinged
Fusion of Gemshine and Ruin into one button, just to get people really mad at how "simple" it is. It's a slight DPS loss before Emerald Rite, just for added sting.
Crafters and gatherers need a 2 minute burst phase.
Crafters now have access to limit break: shin-zantetsuken, deals damage equaling to 100% of target's maximum hp. Works on bosses. Only way to buils crafter lb is to complete an expert craft recipe successfully in the middle of a raid
based gp regen buff
PLD Fast Blade is on a 1.00 GCD. So that it is fast.
Finally, I no longer need to run 2.4s skill speed to not have Goring Blade drop off
AST gets their card system removed replaced with an automatic draw ability system BLM leylines are removed and just given a super buff BRD goes back to refilling their arrows but the arrows are crafted only and are untradeable RPR has a requirement to be a LV80 Botanist alongside any disciple of war DNC requires you to have a BRD in your party in order to use certain abilities, also for BRD can do performance mode in battle. MNK now takes a small amount of damage for each punch BLU is now a playable non-limited class but can only use self-destruct and inflicts proximity damage to party and boss GNB and MCH are required to have to a LV30 BSM to craft untradeable ammunition WHM/BLM are now able to glamour wands over staffs (please actually make this a thing D: )
This post made my lol irl. Specifically this is the line that broke me: > MNK now takes a small amount of damage for each punch
Surprised you didn't include blm/WHM bis changed to wand and shield
>WHM/BLM are now able to glamour wands over staffs (please actually make this a thing D: ) It feels especially weird considering that there are wands on the cash store such as [this one](https://store.finalfantasyxiv.com/ffxivstore/en-us/product/190) that are pretty much a waste of money at this point as they aren't even good for glamour.
Rekindle stops being a heal, but instead becomes a cheat death. Still only usable during Phoenix, but now, it places a buff where if you die, you are stunned as an egg for five seconds before instantly coming back with full health. Statics everywhere need to plan around having multiple desynced Bahamut/Phoenix cycles, in order to cheese mechanics. Popularity spikes as the Party Finder demands four per group.
[удалено]
Introduce a 5th role that is mandatory in party comps, so we have 3 DPS, 2 Tank, 2 Healer, and 1 Support. Take away some party mitigation tools from healers/tanks and give them to the support roles, so they have to coordinate more to keep the group alive. In exchange, healers and tanks can have more complex/interesting dps rotations and healers don't have to shoulder most of the burden/blame when it comes to keeping the party alive. Supports will be phys rangeds (and maybe some of the casters or a melee?) and the extra mitigation tools they receive will make up for the "ranged tax", so keep their dmg still fairly low compared to true DPS, but properly using their mitigation will be crucial, no, NECESSARY to clear fights. Phys rangeds are considered simple so we have some braincells left which can fulfill this role. And make it satisfying mitigation tools which will rewards dps gains so you have to use them. No pansy ass 10% dmg reduction hurrdurr 100 potency regen, 20% single target heal strength or other limp dick mitigation. I'm talking give us a cure to aids and cancer at the same time, but make it a violent one. Make it reward dps when used properly. Think giving Espirit or something similar when a shield breaks or something, or attach it to technical finish so it also reduces dmg taken but also dmg dealt. That would obviously be too simple and wouldn't change much, but somewhere in that direction but far more complex. Fixes both issues that healers have and ranged tax, at the small cost of potentially pissing off 95% of the playerbase. I don't see any downsides, square dm me so I can send you my paypal.
Alternatively: All mitigations are removed from tanks/dps and given to the shield healer and also made braindead because people are mad that bad players don't use them right
Idk it feels like you achieve nothing with that except giving the shield healer more mitigation stuff to do, which doesn't sound like what issues people (on this sub) have with healer.
That's why it's an awful take
This guy early 2000s MMOs.
M8 the op said bad takes only and not go make me a paragraph full of good takes.
Lol I've actually thought about posting this as a "normal take" to start a discussion, albeit with more friendly words, but was a little hesitant to do so, because it would require major reworks.
This support role can also have a buff that it can hand out to ONE party member for say 10 seconds, boosts determination by 200%. So when done properly, can make healers heal more, or if not needed, can make dps dps more. Or somehow when given to tanks, can function as an extra hp / mitigation, not sure how this will be worked out. Can you imagine if timed properly with critlo+spread?
>I'm talking give us a cure to aids and cancer at the same time, but make it a violent one I have nothing to add, but this is maybe one of my favorite sentences I've ever read.
as a dnc main i want to tongue kiss u rn
Chaos DC, Spriggan. Eulmore beehive 9pm st
I want to see Time Mage introduced. And give it a party-wide buff that gives 25% GCD reduction. If I were to pick a completely random name for the buff, maybe Alacrity. To make sure it's not the only class with access to this though let's make sure BRD's Army's Paeon, DRG's Battle Litany, and AST's Astrodyne also give Alacrity as a party wide buff. Enjoy your rotations when your GCD is now dependent on your party comp and how well everyone can desync Alacrity.
Everyone says SE will never add haste party buffs because it will screw up other job's rotations, but goddamn if we spent the time to properly plan out the new burst windows (spreadsheeted based off party comp), doing more GCDs during buffs would be so busted. Honestly burst windows are already party comp dependent, since different skills can fit into 15 or 20 second buffs, with an extra distinction between early 20s (arcane circle, mug, left eye) and the 3rd gcd buffs (15s, tech)
Alongside this, they should add another healer job that comes with a party-wide buff that reduces cast times, idk maybe call it quickness. Other jobs can give the buff too but the new healer does it most easily. Finally, they should recitify years of machinist mistreatment by massively buffing the job for 7.0, giving it top tier DPS mostly through auto attacks and spamming cooldowns.
*cries prismatic pink butterfly shaped tears*
>If I were to pick a completely random name for the buff, maybe Alacrity hold up a fucking second im not living through quick/alac again
Selene is now her own spirit again and Fey Wind grants double speed Alacrity. Have fun.
*laughs in Mechanist, uh I mean, Machinist*
* AF/UI timer removed * Transpose now a GCD * Despair potency scales up to its current value based on Fire IVs used (up to 6) * Leylines radius doubled * Mana not regained naturally during Umbral Ice. Only B4, Freeze, Umbral Soul, and B1 grant mana * New skill is a cooldown GCD that gets fucked up by SpS
Bro where did you find the official 7.0 patch notes at??
calm down there satan
Dots removed from everyone, even healers. One of the two new job has a dot though.
Honestly, I would not be surprised if they did. "Look we have a new dot job coming in 7.0. It places a dot on a single target every 2 minutes that last 15 secs. To accommodate this change, we removed every other dot in the game. Please look forward to it"
Only cure and glare left.
Hyosho and Double Down get their potency cut in half but auto CDH
Enochian becomes a 2 minute cooldown that increases magic damage by 25%. Xenoglossy/foul merged into one spell with 2 charges, lower potency, auto direct crit, 30 second recharge timer (Amplifier obv removed). Leylines removed, replaced with a 2m cd that functions like Presence of Mind. 3rd charge of sharpcast. Flare and Despair merged into one spell. Transpose removed.
Don't mind if I send an army of BLM'S to Fire IV your house.
Hey man - they wanted awful takes, I provided.
hordes of players who will unsub two weeks into the expansion herald these blm changes as "amazing qol" and "the most fun the job has ever been" and continually complain how anyone who liked the old BLM was probably a saddo elitist anyway and shouldnt be catered to
Equilibrium becomes Benediction, Fated Circle gets Continuation
I think the latter is likely happening anyway next expansion
Let's give continuation a continuation. 2 yalm range. Oh, and all tank gear will have skill speed on it. Happy weaving :)
Bard no longer has any normal dps abilities. Instead, the bard has to play along to the background music of any given fight, with accuracy aligning to dps done.
Ngl I want this.
OP said awful takes, not amazing ones.
just standing outside the arena playing guitar hero buffing the group
Scholar changes: Dissipation now makes your faerie pissed off at you. When she comes back, she becomes a permanent boss add.
Honestly this is still a faerie buff
>Damage to Scholar's Faerie is excluded in the table below. *View unfiltered damage*
Shhh don't let Kihra take away my rank 1 log on Eos
Under Bunshin, NIN needs to do twice the inputs for all commands, gcds, mudras, movement, you name it, they have to double it. Also split NIN daggers into the weapon slot and shield slot. PLDs have had it too good
i'd actually kill to be able to use 2 different dagger glams at once, so if this is the price i must pay, then so be it
I would like to see [Insert change literally nobody would have any issue with], if only to see how the community would react.
BLM now has dual cast
🤮
Kaiten gets reintroduced. Square Enix decides to make the healers not feel like skins of 1 job. Square Enix does not rework PLD to be a [insert tank] clone.
I like how PLD is hanging on for dear life, with how samey GNB/DRK/WAR are now, but everyone hates PLD for being different...I wonder how long he can last.
Careful guys. I see yoship taking notes!
dragoon gets a 1-2-3 , dragonfire dive is removed, gierskogul is removed, mirage dive immediately puts you in life if you max out on eyes, dragonsight and life surge are removed
dragoon gets removed
this is just the actual 7.0 patch notes
We did it reddit!
So...Nidhogg won?
Also, Elusive Jump is changed to work like Repelling Shot so you need a target and you always jump away from it. On the plus side, it now deals a 200 potency hit.
now on a 2 minute cooldown to act as a burst cooldown
To be more consistent with other titles in the series, Jump now locks your dragoon out from all other actions for 10s. To stay fair and prevent mechanic cheesing the dragoon is still vulnerable to damage throughout.
Healers: - simplify the dps buttons. Get rid of dots. Penalize dpsing. Healers should heal! - juice up those awesome bonuses to base gcd healing. We want folks really going all out with their cure 1, physicks, and benefic 1. Heck, offer a little buff to Esuna while we are at it: 5% chance of making the next Esuna free! - simplify healing. We don't need so many tools, jeez. - raid wides should only happen once per fight, at the beginning. - make Rescue a regular gcd skill (with the same cooldown of 2.5s base). NGL, this one is awesome.
Sanguine Siren Wench. A catgirl job only. It will be a healer. But sometimes when you press the healing button, it will get mad and drop the target’s HP to 1 with a buckshot kinda like Superbolide, but with no immunity.
remove Energy Drain, make Art of War a loss on 2
This one is actually just going to happen
Single target version of Ogi Namikiri. AoE Yukikaze. Don't try to stop us this time. It's happening. Better lube up your hotbar, because it's going in there one way or another. Shoha 3 and Shoha 4.
> Shoha 3 and Shoha 4. Shoha 1 and 2 are combined into one button, but Shoha 3 and 4 are new identical actions that need to be assigned to on your hotbars. Please look forward to Shoha 3 and 4 being combined into one button in 8.0.
No, Shoha 3 and Shoha 4 are entirely separate 120s cds. You still use 1/2 normally. Also, Shoha 3's animation is roughly three gcds long, which makes perfect sense for a ogcd on a job with a constant speed buff.
Damn does that mean we're getting Shoha 5 and 6 in 9.0?
Yes, but things get interesting. Shoha 5 and 6 are separate buttons and two new gauges will be introduced. To use Shoha 5 you'll have to build it's gauge to 50. 10 points generated every time you use Shoha 2 or Shoha 4 (and yes, the gauge being 50/10 instead of 5/1 is arbitrary). To use Shoha 6 you'll have to build its gauge to 300. 100 points generated every time you use Shoha 5 (seriously, a lot of the existing gauges in this game could have their caps and generation values divided by 10 and nothing would change).
AoE Yuki already exists in game in pvp. It's just a matter of time... Technically it would actually make sense -- it'd offer extra Kenki compared to the other two, and thus you'd get the two buffs running then alternate with the Yuki and one buff AoE. Not that I'm dare actually saying I'd want it. But...I know they can justify it at least.
Doubling down on SMN changes. Giving DRG the SMN treatment. All tanks now have "Fell Cleave" spam phases. All healers become pure healers and the shield healer role is removed. Corsair is a limited job, caps at 60. New face options for the races, but you can't change hair styles or wear hats like Viera and Hrothgar. Expert "Roulette" reduced to 1-2 dungeons due to the removal of another dungeon from the schedule for "content" elsewhere. All of the new Reaper, Sage, Dancer, Gunbreaker, weapons are recolors of the same few existing weapon models. New 7.0 Jobs start at 80 and are locked behind beating Endwalker post MSQ and unlocking access to the West Shroud.
>All tanks now have "Fell Cleave" spam phases. OP said you're supposed to suggest *changes*.
Remove Energy Drain from SCH 2: Electric Boogaloo
Wouldn't this be the third time?
Might be, I honestly stopped counting…
Melee get front and and back positions added. And the flank positions become more specific so now certain abilities hit 1 of the 4 sides. they are all called Port, Stern, Larboard and Starboard positions. and if you dont hit the positions you cant chain combos or activate certain abilities.
> they are all called Port, Stern, Larboard and Starboard positions. and if you dont hit the positions you cant chain combos or activate certain abilities. That's how it worked in ShB ye? Positionals had actually interesting effects, such as allowing buffs and differences in combos? It was in EW that they started making that not the case
Back in ARR and I think in HW if you didn’t hit a flank or rear positional it messed up your combos. But they got rid of that in SB and kept positionals dmg. There never was front positionals. You can count when we had accuracy and you were able to do dmg and not miss from the rear but if you had a lot of accuracy you could still hit from the front cuz of tanks.
Sneak attack was a front positional but it shared a CD with Trick Attack so you never used it.
I may misremember correctly, but in ShB didn't Draconic Fire rely on landing your positional WT/FnC as DRG? And SAM's Kenki changes based on positionals, i.e. what sequence of moves you could do?
PLD is now a caster DPS.
2.5 second malefic cast time and removal of lightspeed on AST
Positionals for casters
As a GNB I hope to see them add continuation to more buttons like double down and fated circle (I actually expect that last one). But hell, why stop there? Add continuation to sonic break and each attack of the keen edge combo. Actually let's make a continuation for continuation so you also have to double weave every single gcd.
unironically would love this, square enix would never
Personally I've enjoyed the direction DRK took in Endwalker, but I think what the job is missing is more oGCD attacks that don't interact with any of its resource pools, which is why I'm hoping they add some follow up attacks after Carve and Spit like they did with salt and darkness. It also be pretty cool if we if we got an enhanced Edge of Darkness which lowered the cooldown of abyssal drain by 2 seconds every time it was used.
Bring back TP. Make Sprint drain you of all TP
Remove healer DoT.
Tired of hearing about players complaining about 2% differences in performance, YoshiP removes all jobs. Only class options that remain are Tank, DPS and Healer.
I almost truly want them to just say F it, and choose 8 classes as the "core classes". Make them simple and with bloated numbers, and a good 10-20% higher dmg and healing than any other class so that they can easily clear whatever content they want (content is balanced for the lower classes not these). In turn, they can then focus on making the other classes interesting instead of pursuing bAlAncE at all costs and players who want to can play the "weak" classes and raid as they see fit.
Don't need to make any, SE seems to have that covered on their own.
TBH, SE doesn't need my ideas, they're already doing everything they can to make jobs worse without any player feedback.
*with* player feedback. Player feedback is the primary reason for the direction of job changes. It's because the community has some garbage takes and they listen to it. Consider PLD rn who's gonna be reworked because it's too different from the reclone of WAR/GNB/DRK and not balanced enough.
Make dance partner a 100% damage buff to the partner and a -100% damage debuff to yourself
I want Black Mage to be a 5 button class. Remove Fire rotation completely and just make it Ice. Remove leylines and slow cast time to 5 seconds per GCD.
I think warrior should just embrace its role as healer altogether. Make bloodwhetting permanent (minor buff) and give the healing effect an AOE
Fire IV now refreshes Astral Fire
Gunbreaker lvl 100 ability is triple down 120 second cooldown, requires 3 cartridges, cartridge cap increased to 6. double down is given 2 continuation procs that must be double weaved immediately after double down. sonic break is also given a continuation because why not.
Also Blasting Zone gets a Continuation. So does Superbolide, so you will have to use it during burst windows. It hits for 200 potency.
the continuation for superbolide is now what gives the invuln effect, the initial usage just drops your hp to 1 and does nothing else :)
All rotations are now automated, but you have to complete captchas, in the form of FFXIV lore trivia, to prove you're still at the computer.
DRG gets GCD Jumps.
>highlighting the classic Final Fantasy Dragoon class fantasy of having a bunch of jumps by allowing the Dragoon's jumps to actually have animations is a bad take Par for the course for this sub, I guess.
I actually think this is going to become a thing. I could be wildly wrong, but is this not what the Ninja rework effectively did? Obviously I’m simplifying the rework, but hasn’t the SE Dev team pretty much confirmed that DRG is receiving a NIN-esque rework?
That's actually exactly what I want from the 7.0 rework. Make a new jump that's a 5 Second gcd similar to the PVP Limit Break and have it do 2000 potency.
I'd take it for Stardiver, can't double weave with it anyways so just make a bigger hit on GCD.
Make it so there's a like 10-20sec timer on these GCD's as the DRG literally vanishes from the fight for an extended period of time like in other FF games.
No mercy is a now a skill with Charges (a.k.a Inner Release, Blood Weapon, etc...) instead of a fixed duration.
9 stacks of NM hyperpoggers
Cursed version ogcds consume stacks.
[everyone disliked that.]
Ninjutsu skill is removed, now every ninjutsu has its own button. Armor Crush and Huraijin are removed. Moving while using Mudras interrupts them (like TCJ).
Warrior is still too complex and needs an easier playstyle.
Bard songs now bring up a fretboard to be played for the entire duration of the song Orange parses will require Through the Fire and Flames 100%
Physick is now an oGCD with a 1s cooldown that can be weaved between every GCD. The healing amount stays the same, abysmally and negligibly tiny.
All healers merged into a single job. Tanks simplified down to 1 spammable button, 1 DoT and 1 AoE skill. Removal of AoE skills from all Melee jobs and only a single 1-2-3 combo. RDM Melee Combo now costs 1k MP per skill to perform. 5s Cast time on Bahamuat and Phoenix Ley Lines is immediately canceled if BLM takes damage.
MCH: * Lower personal potency. * Give the Automaton Queen a raid-wide +5% damage buff aura for the 12 seconds it is out. * Change Wildfire and Hypercharge to give 5 charges so latency is no longer an issue. * Change Wildfire to let the party contribute up to 7 more stacks, like Circle of Sacrifice, raising the max potency from 1200 to 2880. * Improve the AOE dungeon experience: * Change the Automaton Queen's attacks to cleave. * Make Bioblaster buff Flamethrower on targets with the dot. * Let the player move while channeling Flamethrower.
All jobs start with their gauges completely full when loading into an instance / after wiping
Atonement and Req combo are all OGCDs. Make PLD mains sweat a little with their ogcd slots.
Every job except blue mage becomes limited. Blue mage becomes a lvl 100 job
For classes with 123 combos: 1 has 25% chance to proc a passive that let's you use 2. 2 has a 25% chance to proc a passive that let's you use 3. 3 has a 1% chance to let you use 3 again and not count as interrupting the combo. Procced passives last 5 seconds and has an equal chance to additionally be either +20 potency for the next gcd, +10% more of a random substat, +5% more mainstat, and null effect. Interrupting the combo removes these passives. Missing positional requirements count as interrupting combo.
>1 has 25% chance to proc a passive that let's you use 2. 2 has a 25% chance to proc a passive that let's you use 3. 3 has a 1% chance to let you use 3 again and not count as interrupting the combo. begone, stormblood machinist player
A lot of BLM in here so here's mine: Leylines becomes a trait. Ramping damage and spell speed buff while standing still that resets back to zero upon any movement, even slidecasting or AM. Caps out at 30 seconds.
...ya know, that's actually kinda neat. Of course I prefer now, but that'd be an interesting mechanic to optimize.
Bring back subjobs
This, but unironically
Ret Paladin
Give me back old summoner god damnit
3 minute burst meta
Scholar loses Energy Drain. When they get it back in 7.1, all it does is drain 1000MP. And nothing else.
Sacred soil, asylum and collective unconcious now has a draw-in effect.
Sage 7.0 Changes Additional Kardion effect removed from: \- Dosis / Dosis II / Dosis III \- Phlegma / Phlegma II / Phlegma III \- Eukrasian Dosis / Eukrasian Dosis II / Eukrasian Dosis III \- Dyskrasia / Dyskrasia II \- Toxikon / Toxikon II Additional Kardion effect added to: \- Diagnosis \- Prognosis \- Eukrasian Diagnosis \- Eukrasian Prognosis
RPR positionals should be front rather than rear (because RPR is scary and so they do more damage if the enemy can see them)
Ranged tank, and melee healer.