Job Adjustments - What Would You Do?

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Job Adjustments - what would you do?
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 Asura.Sechs
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By Asura.Sechs 2025-08-14 16:04:15
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Let's play a game. Pick no more than 6 jobs, what would you adjust?

Here's my take

Overall

THF


SMN

BLU

GEO

SCH

NIN
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By K123 2025-08-14 16:25:26
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THF
SA/TA 30s (25s with merits 5/5)
Give more attack somehow...

NIN
Just stop having over delay reduction cap reducing TP rate, it's dumb and there is precedent with the COR roll

BLU
Make AoE JA 5mins to match access to MG, being able to full time MG for your party really wouldn't be OP

RDM
Hastega 2, making people haste2 6 people is just boring

GEO
Standardise effects everywhere and allow stacking of Geomancy+ and add a Geomancy+5 club and make both that and Idris be main hand: geomancy+ only. This would mean a non-Idris would be able to get +17 and Idris +22, with 17/22 being 77% as potent as an Idris where currently you can only be 70% (7/10 as potent as Idris). Close the gap a bit and make GEO without Idris usable.

COR
Add a Pianisimmo like JA.
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By Nariont 2025-08-14 16:29:37
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THF- Let TA have an enmity multiplier, make it more effective as a hate planter. JAs all need a rework/recast adjustment, let TH apply a passive buff to the thf or a debuff to the mob.

PUP- Puppet needs an AU rework, namely in how it responds to ws/scs being used when certain attacments are equipped, or to decouple that AI to those attachments(inhibitors mainly) and nuke matons inability to detect if a mob abs an element

Make a 3rd tier of optic fiber/turbo charger that doesnt stack with the other 2, just gives the benefit of both for 1 slot since theyre largely always used so it opens 2 slots

General pet ws increase, power creep for players have left pets in the dust for the most part
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By Kaffy 2025-08-14 16:30:52
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can only think of one I'd like atm.

make all buffs that enhance master apply to their pets, even at a severe penalty, like 50% of what master gets.

this game is entirely driven by cor brd geo rdm, let the pet jobs enjoy some of that without having to pick themselves or the pet, but never both.
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By Hovann 2025-08-14 16:32:18
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I have bitched about Call Wyvern having a 5:00 Recast for years and I will continue to do it for more years to come.
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By Nariont 2025-08-14 16:39:55
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Kaffy said: »
can only think of one I'd like atm.

make all buffs that enhance master apply to their pets, even at a severe penalty, like 50% of what master gets.

this game is entirely driven by cor brd geo rdm, let the pet jobs enjoy some of that without having to pick themselves or the pet, but never both.

Something something OP something pet burns. Thats another issue with pets though; their buffs mean you/others get squat on a very limited buff slot(less you bring more cors) so heres 1 for COR

COR- take the pet rolls and merge them into their main rolls i.e chaos roll gives the same atk to pet, change rolls to traits for pets instead

Beast roll- pet DA
Drachen roll- pet stp
Puppets roll- pet magic burst bonus
Something like that
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By Genoxd 2025-08-14 16:44:33
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For SMN I would either say *** it and buff them properly. Merge the pet and non-pet rolls.

If you're worried about balance then I would finally make avatars tied to summoner HP. Allow them to be properly cured.

Alternatively bring avatar buffs up to the 119 era. Honestly SMN needs something.

I think it's a bit silly to be worried about pets being OP when you have PLD which is damn near unkillable and SAM which is dishing out 50-99k WS with SC DMG on top every few seconds
 Bahamut.Scratch
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By Bahamut.Scratch 2025-08-14 16:53:13
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Increase Merit points for Group 1 and 2 to allow all jobs to do 100% traits
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By Nariont 2025-08-14 17:02:31
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Genoxd said: »
I think it's a bit silly to be worried about pets being OP when you have PLD which is damn near unkillable and SAM which is dishing out 50-99k WS with SC DMG on top every few seconds

Not defending it but the fear(thats fallen off cause player dmg creep) was a pet is as sturdy as a pld, does decent dmg, but most importantly expendable, if it dies just pop out another and keep it going. Doesnt work in practice these days but i get the concern before we had several layers of gear creep
 Asura.Sechs
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By Asura.Sechs 2025-08-14 17:07:04
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Nariont said: »
Doesnt work in practice these days but i get the concern before we had several layers of gear creep
You get it, I get it, we all get it.
It's a valid concern but still they could definitely loosen up A BIT without breaking anything and giving pets what's only due.
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By Taint 2025-08-14 17:18:43
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DRK:
Dark Seal - Enhances the accuracy of your next dark magic spell + Increases the absorption of your next dark magic spell.

Nether Void - 3min Duration, 1min Recast - While active all spells that magic burst get +500% Occult Acumen Bonus. (525 TP per 100mp)

Last Resort - 5min Duration, 3min Recast

Diabolic Eye - 5 STP per merit

Souleater - 10% of your HP is stored per swing, upon using the JA again all damage stored is unleashed on the next swing or WS.
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By Nariont 2025-08-14 17:36:05
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Asura.Sechs said: »
Nariont said: »
Doesnt work in practice these days but i get the concern before we had several layers of gear creep
You get it, I get it, we all get it.
It's a valid conccern but still they could definitely loosen up A BIT without breaking anything and giving pets what's only due.

They did, you got a pdif cap increase and a meva boost, so whiny these pet jobs~

But really they need some kind of buff across the board that isnt just acc/racc/macc+50 on sets. I joke but at this stage idk why either base armor stats(def/acc/atk etc along with dt) cant be mirrored or buffs i could see both being "broken" but 1 or the other should be more than fine
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By syllreve 2025-08-14 17:40:23
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BLU:
Duration increases to spells, or the addition of BLU magic duration gear, or both.
Charges (a la SCH stratagems) to Diffusion.
Ability to MB w/o Burst Affinity

DRG:
Wyvern not lost on DRG being charmed; would be nice not to lose it when DRG dies but wyvern didn't too, but the charm thing is extra frustrating. Reduced call wyvern recast would suffice too though

RDM:
Regen III, Reraise
Auspice not overwriting Enspells
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By K123 2025-08-14 17:40:33
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Taint said: »
Last Resort - 5min Duration, 3min Recast
Don't agree but there should have been duration+ AF and Relic pieces like WAR has Berserk duration!!
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 Asura.Sechs
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By Asura.Sechs 2025-08-14 17:42:54
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syllreve said: »
RDM:
Regen III
RDM does get access to Regen 3!
...if you're ML50 and /SCH xD
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By Taint 2025-08-14 17:46:37
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K123 said: »
Taint said: »
Last Resort - 5min Duration, 3min Recast
Don't agree but there should have been duration+ AF and Relic pieces like WAR has Berserk duration!!


My thought is DRK is a TP slug while LR is down, unless you are /sam which kills casting times.
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By Nariont 2025-08-14 17:51:59
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Taint said: »
Diabolic Eye - 5 STP per merit

Souleater - 10% of your HP is stored per swing, upon using the JA again all damage stored is unleashed on the next swing or WS.

Always forget DE is a thing so thad be nice

SE, and all %hp > dmg based abilities need to switch to a multiplier of hp imo to better fit into the higher dmg values SE maybe being 10% hp x 1.5 or 1.2. Same can be applied to wyvern breaths or blu breaths/pet breaths.
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By Genoxd 2025-08-14 17:53:06
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Yeah, totally valid concern back in the day but now it feels a bit lame.
And sure, we got a pDif increase and no attack buffs to support it. Avatars have 50% native PDT and like 1k HP. That's not really great especially when everything is dishing out so much magic DMG

Melee hits are a joke.
BP on current endgame are laughable damage wise. Pulling of 99k is unrealistic and we have a 20 second cool down. There's too large of a gap now between that and any DD. Hell I think I could probably out DPS my avatars in sortie by just meleeing and WS my self
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By Elad 2025-08-14 17:55:20
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GEO (Supports more generally)

Main tanks (PLD and RUN)

DD (yeah yeah, I'm past 6 jobs now)

Special mention - DRG
 Lakshmi.Byrth
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By Lakshmi.Byrth 2025-08-14 18:12:50
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* I would make JAs have no forced delay (like maneuvers) except sneak attack, trick attack, and some Flourishes, which would have 1s melee delay so it is possible to stack them with WSs even at high haste.

* I would make WSs only have 2s of forced delay and magic would have no fixed delay after the spell finishes.

* I would increase packet size / frequency and fix packet prioritization in instances.

* I would introduce first party battlemod-esque configurations that lets you condense messages.

* I would increase the maximum number of targets the action chunk can accommodate and increase the damage cap, which is 99999 due to the bit packing of the action packet.

* I would make it so the interruption detection, distance checks, etc. in the game uses the current packet's standard client update chunk's position instead of the previous one so you don't have to wait half a second after you stop moving before you can start casting.

This should make the game generally feel faster / smoother and would reduce the penalties paid by JA/MA-heavy jobs that encourages them to not use their abilities. The delay reduction and increased damage cap would make DPS higher in some fights, so they could feel free to nerf WS damage a bit.
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By Kaffy 2025-08-14 18:18:42
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Lakshmi.Byrth said: »
* I would increase the maximum number of targets the action chunk can accommodate and increase the damage cap, which is 99999 due to the bit packing of the action packet.

damage cap is a result of network limitations? that's very interesting.
 Lakshmi.Byrth
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By Lakshmi.Byrth 2025-08-14 18:22:10
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It's not strictly network limitations. It is the way that they designed / bit packed the chunk. It's something weird like 17 bits for each damage number. Make it 20 bits instead and we are at a 1mil damage cap. If I was in there changing the bit packing anyway, I would fix that.
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 Asura.Eiryl
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By Asura.Eiryl 2025-08-14 18:26:39
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How did hotshot and barrage display beyond 100k

On topic; One of the only things I want to see is Dual Wield no matter what. Full delay, don't care. Make it happen.
 Bahamut.Celebrindal
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By Bahamut.Celebrindal 2025-08-14 18:27:54
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Not a strictly job adjustment, more a basic way that SE gives out Ranged Weaponskills. I for one think if a job has native Archery or Marksmanship, they should get a selection of WSs for those that match their skill.

Drives me batshit that non-RNG or non-COR jobs get boned unless they completely negate any benefits from subjob and go /RNG. ><
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By Bahamut.Celebrindal 2025-08-14 18:29:44
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Asura.Eiryl said: »
How did hotshot and barrage display beyond 100k

Can't speak for Hotshot, but the only reason Barrage can exceed 100k is the displayed line of damage from Barrage is the cumulative damage amount from ALL shots fired during Barrage.
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By K123 2025-08-14 18:48:44
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Taint said: »
K123 said: »
Taint said: »
Last Resort - 5min Duration, 3min Recast
Don't agree but there should have been duration+ AF and Relic pieces like WAR has Berserk duration!!


My thought is DRK is a TP slug while LR is down, unless you are /sam which kills casting times.
Recast is 4:10 with 5/5 merits, back gives +15s so down time is only 55s. I'm suggesting they add +30s duration to two pieces so up time is 4min 15s, recast is 4min 10s (always kept up).
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 Asura.Splendid
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By Asura.Splendid 2025-08-14 19:07:12
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Call me crazy, but I would give every job a static 25% damage increase for using weapons native to the job. I don't know that it would fix Savage Blade being the end all be all, but maybe it would. I am not a number cruncher, so maybe someone that is could tell us how they could balance it out so that we could, you know, actually use Katanas on NIN and feel alright about it.
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By Mistressfifi 2025-08-14 19:07:54
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BLU
Increased buff duration
Chain affinity: only consumes upto 1000 tp,(or none at all) but has tp bonus effect based on remaining tp

burst affinity just damage bonus. can burst with spells without it,

Azure lore: lasts 1 minute instead of 30 seconds, relic piece excends to 1;30. gives chain/burst affinity modifier bonus as well as access to all spells (no traits. but can skillchain/burst spam even if you werent setup for it. )

COR:
Quick draw: 3rd/possible 4th charges, because why not
empyrean boot effect with quick draw work on light/dark shot even if effect didn't/can't land, however with a reduced damage bonus.

MNK: some sort of non blunt weapon, (be it sword, dagger, or some strange h2h)

some way to half the effects of counterstance upon activation, to 22% counter but only 25% defense reduction, this includes the additional counter from relic boots, or perhaps relic boots simply remove counter loss.


overall:
giving pup/cor/blu/sch/dnc relic weapon access

updating how aftermath works on relic weapons. allowing the ws to have some other type of varies with tp effect (doesn't even need to be damage varies, can be attack varies on most of them, just something other than aftermath duration)

overall buffing up a few weapon skills, one that comes to mind is tachi: rana, infact any acc varies with tp ws, tachi: rana notably. turn it into attack varies with tp, double-triple its modifier, turn it into ftp replicating ws.

removing animation lock from enemies attacking you, reducing animation lock from certain job ablities, removing outright for others

some way to spend 15 merits per group for a job instead of 10, possibly Master levels?

changing master levels: Just how you can toggle gaining exp or merits, if you have it set to toggle merits you will not gain exemplar points, however you will not lose it. this means if you are off doing something dumb you will not lose hours of farming
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By Asura.Splendid 2025-08-14 19:13:32
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Asura.Splendid said: »
Call me crazy, but I would give every job a static 25% damage increase for using weapons native to the job. I don't know that it would fix Savage Blade being the end all be all, but maybe it would. I am not a number cruncher, so maybe someone that is could tell us how they could balance it out so that we could, you know, actually use Katanas on NIN and feel alright about it.

Also, give me Massacre Elegy on BRD. Maybe adjust some of the mythics to make them more relevant. Like, Terpischore, maybe make it so it actually augments steps to have an additional 5% potency or something.

I would also like to see Weapon Skill Damage apply to all hits on all weapon skills.
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By Lakshmi.Buukki 2025-08-14 19:29:30
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Quote:
MNK: some sort of non blunt weapon, (be it sword, dagger, or some strange h2h)

I'd be happy if Formless Strikes worked on WS. Would track with Chi Blast being spirit damage, allowing Monk it's additional non-blunt "damage type"
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