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Job Adjustments - what would you do?
By K123 2025-08-15 04:03:15
Make aeonic Tp bonus +500 work in offhand for dagger, katana, axe and put warrior and ranger on the axe, and club so we don't have to use stupid non ilvl weapons
Cerberus.Natsuhiko
Server: Cerberus
Game: FFXI
Posts: 208
By Cerberus.Natsuhiko 2025-08-15 04:06:47
Make aeonic Tp bonus +500 work in offhand for dagger, katana, axe and put warrior and ranger on the axe, and club so we don't have to use stupid non ilvl weapons
This isn't enough sadly, you can already see it w/ Ikenga's vs the TP bonus axe.
Quote: Fernagu (TP Bonus +1000) was excluded from these sets. It will likely be the strongest off-hand option for all "Damage Varies with TP" weapon skills when you have the accuracy for it.
By Dodik 2025-08-15 04:32:42
Give aeonics (further) augments.
Make all aeonics have a TP Bonus +1000 augment.
Game is saved.
Cerberus.Natsuhiko
Server: Cerberus
Game: FFXI
Posts: 208
By Cerberus.Natsuhiko 2025-08-15 04:53:25
I'll get on topic and do some job updates. These are in addition to previously mentioned ws overhauls.
General
Pull all JAs out of merits (Sange, Chivalry, etc), replace w/ merits that buff said JA
Allow all merit categories to be capped
RDM
Regen III
Some sort of defensive JA/stance (could make this mutually exclusive w/ composure)
Auspice no longer interacts with enspells (see WHM entry)
/PLD now gives Reprisal at the same lvl /RUN gives Foil. I would give Crusade too but I like the SCH interaction of needing Animus.
WHM
Completely rework Afflatus Misery to an actual melee stance (Auspice acc moved here maybe), maybe move the spell interactions to the merit category
Maybe just give Enlight 1 and delete auspice acc and light dmg
Just let me club dd
GEO
Delete Concentric Pulse
Give enough dd gear that GEO/DRK is now standard
Give some indication that geo bubbles are nerfed ("You feel your connection to the planet waning" or some other message)
NIN
DRG
WSD trait is now 2-hand only
By K123 2025-08-15 05:00:48
Cerberus.Natsuhiko said: »Make aeonic Tp bonus +500 work in offhand for dagger, katana, axe and put warrior and ranger on the axe, and club so we don't have to use stupid non ilvl weapons
This isn't enough sadly, you can already see it w/ Ikenga's vs the TP bonus axe.
Quote: Fernagu (TP Bonus +1000) was excluded from these sets. It will likely be the strongest off-hand option for all "Damage Varies with TP" weapon skills when you have the accuracy for it. I overTP on THF so much I often waste the +1000 with Warcry and Moonshade. Same as other jobs. +500 and not needing to gear for dogshit accuracy would be good.
By K123 2025-08-15 05:02:05
Cerberus.Natsuhiko said: »
NIN
Stances don't decay.
DRG
WSD trait is now 2-hand only
100%. These are so dumb currently it pisses me off that SE can't see how bad they are.
Valefor.Yandaime
Server: Valefor
Game: FFXI
Posts: 844
By Valefor.Yandaime 2025-08-15 05:03:51
Cerberus.Natsuhiko said: »Cerberus.Natsuhiko said: »^ This
Or SIMPLY DELETE SOME JOBS FROM THE WEAPON there’s no genuine reason for THF/NIN/DRG/BST/RNG to be on the thing other than Slashing Options but because the weapon appears designed to give Non-DDs a boost, it ends up overpowering most of their main weapons. They’ve deleted weapons from jobs before, they can do it again. Hell, remove it from WAR too while we’re at it, WAR doesn’t need it, they’ve got powerful options in almost every weapon type lol
I don't think I could disagree much more. The jobs that only have Naegling as a suitable slashing option (THF/BRD/DRG) are the one's that should stay, in addition to the sword mains. If it overshadows dagger/polearm, buff those weapons; preferably the crit/def ignore stuff like Vyre said. At least we'd both take WAR off it.
I'd like the TP Magian weapons to die, but they'd only get replaced w/ Ikenga's Axe equivalents. Well unfortunately you’re forgetting an important bit of history.
Think back to SoA when they first buffed fTP values for weapons across the board. Remember what Rudra’s Storm was doing? Yeahhhhh SE’s probably not gonna let that happen again lol.
And I’m all for options but it should be expressly forbidden for your side weapon to outperform your main weapon. You can have any slashing options you want, but this particular thing is overtuned methinks
SE heavyhands nerfs too, you will turn this weapon to garbage.
Edit: And some people would dumpster the weaponskill with it. I actually want no changes to the weapon at all other than pulling some jobs off of it. I believe it was designed with a specific purpose in mind but was allowed to too many jobs; some of which with tools and traits to turn the thing into a monster (Looking at you, Dragoon)
Leave the weapon exactly as it is, just remove it from jobs that don’t need it and aren’t supposed to have it would be my fix.
Cerberus.Natsuhiko
Server: Cerberus
Game: FFXI
Posts: 208
By Cerberus.Natsuhiko 2025-08-15 05:08:12
I actually want no changes to the weapon at all other than pulling some jobs off of it. I believe it was designed with a specific purpose in mind but was allowed to too many jobs; some of which with tools and traits to turn the thing into a monster (Looking at you, Dragoon)
Leave the weapon exactly as it is, just remove it from jobs that don’t need it and aren’t supposed to have it would be my fix.
My argument is that jobs like DRG need it as a slashing option, especially without a ws overhaul giving other options. Edit: I take 20% off it's damage with the trait adjustment below.
Cerberus.Natsuhiko said: »
NIN
Stances don't decay.
DRG
WSD trait is now 2-hand only
100%. These are so dumb currently it pisses me off that SE can't see how bad they are.
My goal would be Polearm first, Staff second, Sword third for DRG with weaponskill and trait changes; like their skill ranks dictate.
Valefor.Yandaime
Server: Valefor
Game: FFXI
Posts: 844
By Valefor.Yandaime 2025-08-15 06:21:39
Cerberus.Natsuhiko said: »I actually want no changes to the weapon at all other than pulling some jobs off of it. I believe it was designed with a specific purpose in mind but was allowed to too many jobs; some of which with tools and traits to turn the thing into a monster (Looking at you, Dragoon)
Leave the weapon exactly as it is, just remove it from jobs that don’t need it and aren’t supposed to have it would be my fix.
My argument is that jobs like DRG need it as a slashing option, especially without a ws overhaul giving other options. Edit: I take 20% off it's damage with the trait adjustment below.
Cerberus.Natsuhiko said: »
NIN
Stances don't decay.
DRG
WSD trait is now 2-hand only
100%. These are so dumb currently it pisses me off that SE can't see how bad they are.
My goal would be Polearm first, Staff second, Sword third for DRG with weaponskill and trait changes; like their skill ranks dictate.
Those could work. But you touched on another point:
Why not rebalance the weapon resistances in Odyssey?
I’m probably missing something but Odyssey is the biggest driver of this necessity, no? Rebalance that and DRG won’t necessarily NEED. Powerful slashing option anymore? Idk, there’s design flaws all over the place and a few dozen ways to “fix” them and none of the fixes are gonna make everyone happy.
By K123 2025-08-15 06:25:34
Yeah the Ody -% damage is actually bs. There absolutely should be bonuses for using piercing on flying mobs and blunt on skele and crabs, but no penalties.
Cerberus.Natsuhiko
Server: Cerberus
Game: FFXI
Posts: 208
By Cerberus.Natsuhiko 2025-08-15 06:49:42
Those could work. But you touched on another point:
Why not rebalance the weapon resistances in Odyssey?
I’m probably missing something but Odyssey is the biggest driver of this necessity, no? Rebalance that and DRG won’t necessarily NEED. Powerful slashing option anymore? Idk, there’s design flaws all over the place and a few dozen ways to “fix” them and none of the fixes are gonna make everyone happy.
I'm not opposed to it, at least for A/B/C but at certain point you get back to, for instance, polearm only, and then why do secondary skills exist? I like the need for a variety of dmg types, and the bosses each having a dmg type; I like clubbing Henwen, and the Sortie basement on RDM just like I like some fights needing elemental ws vs physical. That was one of the cooler things to me about BLU back when the physical spells mattered as well.
Some more job stuff to stay on task-
PLD
Do literally anything with Majesty. It has no downsides, no reason to not have it up, no competing stances, and can be fulltimed but is 5m duration.
RUN
10m Runes
More enhancing duration gear. Yes, I'm spoiled by composure.
SCH
Light and Dark arts are now stances.
This is a joke, but what actually makes these not a stance besides SE saying so?
Server: Asura
Game: FFXI
Posts: 1085
By Asura.Iamaman 2025-08-15 07:58:23
DNC: Add form of dispel flourish and remove the useless ones, remove the negative effect on Saber/Fan Dance, make Sambas last longer; Fix Spectral Jig so it doesn't fail if you already have one effect up
NIN: Blade: Ten should be competitive with SB/Naegling, either via a weapon or buffing; improve debuff potency; give us a way to make Migawari AoE
BST: Reduce timers on invoking pets, it shouldn't be as restrictive as it is now even if it shouldn't be as flexible as SMN; make certain buffs whole party instead of just master/pet; improve accuracy of debuffs to be usable; make ML stat boosts apply to pets; make jugs learnable like PUP attachments
DRK: I'd like to see scythe damage rebalanced compared to Torcleaver
PLD: Make Ochain great again
Bismarck.Sterk
Server: Bismarck
Game: FFXI
Posts: 330
By Bismarck.Sterk 2025-08-15 08:03:54
give us a way to make Migawari AoE I'd settle for Migawari being functional.
[+]
By waffle 2025-08-15 09:03:07
Add a general merit category for specific elemental resistances. So you could spend merits to have a point of say, fire or light resistance for example.
Make bar status spells temporarily give you the resistance job trait instead of how they currently work. So barparalye(ra) would give you the resist paralyze trait for its duration. Resistance level would depend on enhancing magic. It would stack directly with existing resistance, like cor, drk, or run's general one in the example of paralyze.
In terms of spells in general, I'd target several that I see as redundant (like self target only barspells; just have the aoe versions) and open up the floor for new spells now that there would be room in the game for them.
[+]
Server: Bahamut
Game: FFXI
Posts: 95
By Bahamut.Creaucent 2025-08-15 09:31:46
DNC: Add form of dispel flourish and remove the useless ones, remove the negative effect on Saber/Fan Dance, make Sambas last longer; Fix Spectral Jig so it doesn't fail if you already have one effect up
NIN: Blade: Ten should be competitive with SB/Naegling, either via a weapon or buffing; improve debuff potency; give us a way to make Migawari AoE
BST: Reduce timers on invoking pets, it shouldn't be as restrictive as it is now even if it shouldn't be as flexible as SMN; make certain buffs whole party instead of just master/pet; improve accuracy of debuffs to be usable; make ML stat boosts apply to pets; make jugs learnable like PUP attachments
DRK: I'd like to see scythe damage rebalanced compared to Torcleaver
PLD: Make Ochain great again
It already has been. Origin does more damage than Torcleaver and Cross Reaper actually does about the same damage as Torcleaver same with Insurgency with Liberator. The thing that sets Caladbolg apart from Scythes is AM3 and lower delay.
[+]
By K123 2025-08-15 10:32:27
That's not balance for equal accessibility though
By Weeew 2025-08-15 10:36:41
WAR: Mighty Strikes lasts 3 mins with 3:10 cooldown.
MNK: Can toggle stances between blunt fists, piercing fists, and slashing fists so you have access to 3 damage types.
WHM: Add teleport: Norg and teleport: Mhaura spells.
BLM: Fix magic crit rate to do double damage. Remove MB damage cap.
RDM: Add a spell that gives ~300 attack buff.
THF: TH gives a chance for any mob in the game to drop astral crystals.
PLD: Give it Flashga.
DRK: Soul eater consume 10% HP but does 100% of your HP as damage. Add Kraken club ilvl 119.
BST: Can charm and control players in your alliance.
BRD: Can change the background music for you and your party.
RNG: Bows do damage in an AOE of 10 yalms.
SAM: Add access to Naegling.
NIN: Remove access to Naegling.
DRG: Add new skill tree for wyvern and wyvern can grow into Wyrm.
SMN: Add summon Anima, Yojimbo and The Magus Sisters.
BLU: Unbridled makes all spells AOE.
COR: Has access to Trueflight.
PUP: No changes.
DNC: Add TP Samba.
SCH: Kaustra's DOT is increased from 25% to 50%.
GEO: Enrust is 10 sec cooldown. Entrusted spells get same bonus as indi-spells cast on self.
RUN: Gets Sentinel and Rampart.
By Dodik 2025-08-15 10:48:12
COR: Has access to Trueflight.
Lol. Yeah cor definitely needs more powerful magic WSs, exactly what's missing from that job.
And rng gets.. Aoe arrows. Brilliant.
Server: Odin
Game: FFXI
Posts: 6
By Odin.Fiction 2025-08-15 12:10:20
War: Change Restraint to incress crit hit rate over time. Reseting when you WS. Still provide the new crit rate when you ws.
Monk : Change Boost again.... But for real. Change guard to be able to activate when not engaged and a new job trait like Inquartata for guard.
WHM : Afflatus Solace allow stoneskin to activate on ga spells and raise cap on stoneskin. Afflatus Misery, give whm the job trait Pray, that heals in aura around the whm.
BLM : Remove the 99999 cap on MB Spells.
RDM : Give Job Trait Double Cast. Allows Healing and Nukes to occasionaly cast a second time for free. Also remove RDM nukes from effecting and the effets of the nuke wall.
THF : Remove the 99999 cap on SA and TA. Split accomplice and Collaborator. Allow TA to break the cap on VE and CE
PLD : Allow cover to absorb AOE, Add Bardark and Bardarkga.
DRK : Add Barlight and Barlightga, Allow absorb Stat spells to share with party. Give MB an added effect to decress mob resistance to that element, Like -10% Earth when MB Stone, ( Def the job I understand the least.)
BST : Augments "Killer" effects , built in Founders Breatplate for Killer Instinct. Jugs should not be consumed, be like the mount system when jugs are traded you can use with out jug. Allow some jugs to be hard to obtain. rare/ex
BRD : Add new songs for debuffs, macc down, meva down, crit rate down,
RNG : remove 99999 cap from ranged WS, Change EES damage to be at least the same damage as last WS used.
SMN : New Summons. To focus on smn to support party.
SAM : Remove 99999 damage cap on skillchain damage.
NIN : Mijin Gakure can MB off any skill chain incress damage . Mijin Gakure gives Nin an Arise effect auto raise and auto RR. Change Dual Wield on nin to not lowed TP gain based on new delay but to use old one.
DRG : Allow PET to WS for party buffs based on Subjob, PDT BONUS , MP RESTORE , PHALANXGA
BLU : Allow blu based buffs to be effected by enhancing magic duration, remove TP loss from Chain Affinity, Allow Diffusion to have 2 charges and reduce time from 10M to 5 MIN
COR : Reduce Phantom Roll recast to be 30 Seconds, the job dont really need anything...
PUP : Adjustments on elemental limits on frames and heads. Add new head and body for a pet that can aborb TP
DNC : New Sambas and Steps, a TP absorb Samba, steps to reduce MOBS elemental resistance like RUN
SCH : Chage Modus Veritas to allow next helix spell to raise DOT cap to 20k,
GEO : New ability on long cool down to ignore peniltys in zones that restict geo spells,
RUN : Max number of runes to 4, allow added effects based on combo of runes, based off the duel elementals in Seakers area, like added effect flash terror stun silence burn
By Atrox78 2025-08-15 12:25:43
Cerberus.Natsuhiko said: »I actually want no changes to the weapon at all other than pulling some jobs off of it. I believe it was designed with a specific purpose in mind but was allowed to too many jobs; some of which with tools and traits to turn the thing into a monster (Looking at you, Dragoon)
Leave the weapon exactly as it is, just remove it from jobs that don’t need it and aren’t supposed to have it would be my fix.
My argument is that jobs like DRG need it as a slashing option, especially without a ws overhaul giving other options. Edit: I take 20% off it's damage with the trait adjustment below.
Cerberus.Natsuhiko said: »
NIN
Stances don't decay.
DRG
WSD trait is now 2-hand only
100%. These are so dumb currently it pisses me off that SE can't see how bad they are.
My goal would be Polearm first, Staff second, Sword third for DRG with weaponskill and trait changes; like their skill ranks dictate.
Naegling just needs to be removed from the game. It's not just heavy dds. No sword that isn't a hard earned r15 rema should be doing that much damage. No sword class without said rema should be doing that much damage. Sword is a crutch and a curse.
Server: Asura
Game: FFXI
Posts: 733
By Asura.Melliny 2025-08-15 12:46:08
Quote: DNC: Add form of dispel flourish and remove the useless ones, remove the negative effect on Saber/Fan Dance, make Sambas last longer; Fix Spectral Jig so it doesn't fail if you already have one effect up
A dispel flourish would only see much use if it was in the flourish I category. Remember, flourishes consume not just finishing moves, but activate the cooldown timer of the group they're in. Because of the WSC meta we're in Flourish III is basically forever locked in as climactic flourish, and flourish II is forever locked in at reverse flourish. It would take a pretty extraordinary circumstance to upend these two abilities. Animated, and desperate flourish are already never used, and violent is used so seldomly it's easy to forget it even exists. So a dispel flourish on that tier could see use, but at that point we're getting into questionable balance issue territory. At what point does dancer's utility package become too strong? They already cure like a white mage, debuff very effectively, give JA haste and tp and skillchain like champs. Is adding a dispel into their kit on a 30 second recast timer maybe a bit too much?
I think the other points are bad ideas. The whole concept of a "stance" is that you're gaining something new or enhancing your ability to do one thing better, while reducing your efficiency at another. When heavansward was the latest expansion in FF14 warrior had a thing called "stance dancing", where they'd swap between a tank stance and an offensive stance. Their offensive stance dramatically reduced their enmity gain and made them take considerably more damage, but it also raised their outgoing damage. Conversely, their tank stance reduced their outgoing damage by I think 25%, but in exchange they recovered 25% more health whenever a healer cast a cure spell on them, and their enmity generation was dramatically enhanced.
The sneak and invis thing is just a byproduct of the system working the way it does. You can't refresh your sneak timer by using a second silent oil, and Utsusemi ichi doesn't overwrite ni. These interactions have worked this way since forever. You're looking at fundamental system changes the devs probably wouldn't be willing to tackle because the sphaghetti would unravel and the world would fall apart.
Lakshmi.Byrth
VIP
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Posts: 6427
By Lakshmi.Byrth 2025-08-15 12:55:56
In addition to the other changes I proposed on page 1 that would make JAs much more usable ..
For DNC:
* Haste Samba II - 20% JA Haste, 25% with merits
* As someone else mentioned, don't let dual wield that doesn't reduce delay decrease TP/hit.
* Pyrrhic Kleos buffed to 2.5 fTP/hit.
* Ternary Flourish should force a triple attack on both hands of the next round (including WS).
* Reduce recasts of JAs. Desperate/Violent/Wild/Presto 10s. Striking/Ternary/Building 5s.
* Move the CHR boost of Flourishes III (and the Dex/agi boosts of SATA) inside the ftp term
By Shichishito 2025-08-15 13:13:36
2 Gil say the set of people that moan about naegling overlap 99,9% with the set of people that will not invite noobs because they can't deal damage.
GEO:
- Spread it's lol nuking and nerfed buff capabilities between BST,SMN and maybe PUP and delete the job already.
Asura.Smobo
Server: Asura
Game: FFXI
Posts: 12
By Asura.Smobo 2025-08-15 13:16:37
THF More DW sooner to make /THF cool. SA/TA are converted to attack or some damage bonuses. TH9+ now additionally reduces monster acc/macc and eva/meva by 10%
RUN Give us a RUN only tank grip with Turms Mitts+1 functionality but for EVA not Parry, to level the playing field with PLD while not engaged. Give more baseline double attack.
SMN Hastega3, Crimson Howl provides the same attack as a lucky chaos roll. Give all BPrages better WSC mods. Give spirits a 3 second recast with all spells but AM and give them the AI to always MB for dmg and landing blm debuffs.
DRG Change the healing threshold of the wyvern to 75% with the helm and give the flappy an AoE healing breath on a 60 second timer. Make /mage usable for DRG in general and not just merits.
BLM BLM becomes king of occult acumen by getting all existing passives and a new tier. Manawall is retooled to be a -DT aura stance that drains MP like avatars. The INT Debuff line (Burn etc) get a small percent chance to proc free meteors that give MP, and some additional chance on hard cast to do the same, tied to conserve mp. Make BLM balance damage vs their friends lives.
RDM Convert II, sacrifice your own HP to make your next enhancing magic spell AOE. Basically a self throat stab to get Accession for prebuffs. Makes it ultra risky and best avoided in combat while maintaining the classic RDM combat flow.
RNG Reduce the effect of Hover Shot, no more wiggles. Hover Shot gains some chance to double shot as a baseline and scavenging while HS is active more effective and based on bullets gained reduces Barrage CD.
COR Gains Velocity Shot and Scavenge at high level.
NIN All debuffs get increased potency. No more tools. New passive that gives attack bonus and more daken procs from DW over the cap. NIN becomes a bit of a TP feeder and has to balance with SB and maybe not always being max DW. This keeps the flavor of different DW sets keeps NIN the king of speed, and could be balanced with more SB passives as needed.
GEO Widened Compass is the new standard, JA makes it huge af. Entrusts gain full potency while in the geo bubble. GEO gains baseline healing skills and spells up to Cure 4, haste and flurry 1.
PUP AI refresh, make it generally a little better by 2025 standards. Magic puppet gets more reliable at healing, self casts a player powered refresh 3.
By Banhammer 2025-08-15 13:20:07
Most jobs are in a very good place. The only jobs I think that need work are NIN, RNG, BLM and SMN.
Let's play a game. Pick no more than 6 jobs, what would you adjust?
Here's my take
Overall Release an item that you can obtain once per week, that allows you to unlock all Merit#1 and another for Merit#2
Re-work most of the Merit WS, release 2 more items (like the ones you get from deeds) for 10 more total upgrades.
Adjust the TP bonus and/or TP scaling of most Mythic and relic WSs.
Change the pet damage formula so that Pet: Attack has a slighly higher relevance in the final damage of relevant moves.
THF Reduce the cooldown on all JAs, unbind Accomplice/Collaborator, increase its range.
Make the SA/TA cone requirement slightly wider.
SMN Give SMN a JA that allows you "pick" an Aura for a pet and, once the JA is active, make it stay that way even if you swap pet.
Slightly boost somehow its "support" role, but I'm not sure how, it's already in a very nice position after all.
BLU Give means to increase duration of BLU buff spells. Make so Burst Affinity isn't necessary to MB but simply boosts the damage of the next magic BLU spell.
Reduce the timer of Chain Affinity.
Change the formula of Physical BLU spells so that Attack has a slightly higher relevance in the final damage.
GEO Unify the GEO debuff bubble nerf so that it's the same everywhere it's active, give players means to know where it's in place and where it's not.
Release more means/items to further boost, slightly, the duration of Entrust.
SCH Put more spells into Addendum White (like single target bar-spells), make so Adloquium and Animus scale with Enhancing Magic.
Adjust the limitations on Accession.
NIN Rework Innin and Yonin. They need a lot of things but mostly I would say make them like Hasso/Seigan, 5 mins duration 1 min CD, remove the decay-over-time.
Slightly adjust Katana Physical WSs, make Blade: To into an hybrid. Give some new tiers to the existing ninjutsu or release one or two more.
Increase the built in RACC bonus of Daken ffs, it's so annoying to have your Acc built to perfect levels against certain targets, and then have your Racc parsing at 65% because of lack of Racc on a lot of gear/weapons, or Madrigals, or a lot of other things really, super annoying! Minor concern, but still...
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