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Job Adjustments - what would you do?
By Nariont 2025-08-20 14:03:53
They also greatly changed DRG SP1 (completely swapped to another JA) and PUP's SP1 (increased the potency a lot, and tripled the base duration iir?)
Funny that Azure Lore was adjusted and it still sucks lol.
I guess it's a byproduct of the fact that BLU physical offensive spells are mostly ***for the purpose of dealing damage (the good ones these days are either for the job traits or for the special effects)
Azure Lore is a JA that focuses mostly on boosting them, and if they suck... it sucks boosting them I guess.
Forgot about PUP, i neglected DRG as at least for as a comparison for mobs it makes more sense to keep CW as the wyverns usually a minor threat, much like how bst familiar is typically just a super charm.
Azure lore had a time where it was okay, sadly spells jut havent aged great once WS changes happened way back when, pity really.
Think a few 2hrs need potency increases/additional effects rather than duration increases but as is most are alright as a 45 min recast JA
By Lili 2025-08-20 14:27:41
I'm glad you're not either. You seem like a bitter shrew.
Dude. The insult is entirely unnecessary. What gives.
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By alamihgo 2025-08-20 14:48:12
Allow Counter to work against special autoattacks. Makes no sense that MNK can counter Kam'lanaut but not a spinning crab.
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By Cerberus.Shadowmeld 2025-08-20 14:50:52
I know I'm like 7 pages too late, and it was already mentioned sort of, but there needs to be a complete weaponskill overhaul for WS that do not have front loaded first hit http://FTP.
I don't however want scaling FTP on multihits. What I want is a decent base FTP per hit, all FTP transfer. MNK weaponskills feel really good actually. I use RF, HF, DK, TK, and VS very regularly, and they all excel in different situations. RF is great when I'm at attack cap and I'm using godhands. It's very very strong, because it's got decent base FTP at higher TP values.
Making them ramp damage with TP though will just keep magian weapons in off hand. If ruthless stroke had been 5.0 per hit across all hits... it would have been amazing.
[+]
Asura.Vyre
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By Asura.Vyre 2025-08-20 14:59:08
Think a few 2hrs need potency increases/additional effects rather than duration increases but as is most are alright as a 45 min recast JA
Idk, I think most of the SPs are really mediocre. One way or the other. Most often it's like, the job has one good SP and then the SP2 is bad or vice versa, at least in modern XI.
Brazen Rush for WAR stops being good once you get enough gear for 100% datk (though you could still 5/5 Empy+3 during it for better white damage if it doesn't impact WS frequency).
Hundred Fists and Inner Strength on Monk are both somewhat meh. Hundred Fists mostly good to bypass damage loss from Weakness, or in situation where you can't cap delay reduction, but that's it.
Benediction is basically an oh ***button, but not a strategical lynchpin.
Manafont doesn't give the interaction people expect out of it mixed with Mana Wall, so beyond that it's like a resource tap, something of a better Elixir/something that can be substituted with an Elixir for its primary effect.
Perfect Dodge doesn't dodge magic or ranged attacks. Larceny can't steal SP2s, so is useless on mobs that use them/prefer them over SP1s.
Invincible is merely a slightly better Sentinel on a way longer cooldown. Meh. Intervene is potent against physically oriented opponents, but does nothing vs. mage mobs. Absolutely nothing!
Neither of DRK's 2hrs work on Undead at all, and their durations are wickedly short. There aren't any other 2hrs in the game that are completely denied by a monster family type. (obviously they're really good on everything else, but damn)
Familiar kinda sucks, the increases don't make pets feel potent, even at Mastered BST.
Eagle Eye Shot only does well with a relic/prime/empy proc with crit. It can also miss.
Meikyo Shisui sucks balls when you're even just closing in on capped delay reduction. You don't generate TP at all during it, and self SCs can be performed through raw TP generation. Also there are specific boss monsters where skillchains = bad news bears. So on those monsters you gotta make sure to do WS that don't SC, denying the purpose of the 2hr.
Mjin Gakure and Mikage both suck donkey nuts.
Azure Lore sucks donkey nuts.
Most of the options for Heady Artifice are not utilized well by the Puppet.
The practical uses of Widened Compass are few.
And that's not quite half of the 44 SPs in the game, but close enough. Basically half the SPs in the game are stuff you can ignore/not use, and it'll never meaningfully impact your performance (obviously the DRK ones are GREAT on everything not undead).
And this is all before we get into ones that are good conditionally based on how hard what you're fighting is/what the strategy calls for, because a lot of good ones are still kinda meh for the majority of the game.
Like Asylum doesn't matter at all if MEVA gear has you covered.
Subtle Sorcery doesn't matter at all if you don't need the BLM to have low hate/land a specific spell.
Stymie and Chainspell don't matter at all if you don't need a specific, hard to land debuff. Chainspell doesn't matter unless there's a reason you a bunch of casts of the same spell right meow!
Unleash doesn't matter unless there's a specific pet move you want a lot of/unless the pet moves are gonna eclipse Master damage for sure.
Overkill only applicable in ranged fights.
Yaegasumi only great in fights where SAM is hit with TP moves often.
The utility of Spirit Surge and Fly High are limited, and serve mostly to give DRG higher WS frequency.
Perfect Defense/Odin don't last/work long/hard enough in fights where they'd be the bee's knees. The other Astral Flows aren't all that great. Conduit faces WS wall or whatever on a fight by fight basis.
Unbridled Wisdom doesn't put out in the way you want, as the most useful spells aren't guaranteed to land/can't be spread to party without Diffusion anyway.
Cutting Cards and Wild Card need context and RNG based luck to be more than a fart in the wind. You also need people alive for them to do their thing.
Other than the TP generation from gifts, Trance needs a situation to already be bad to be useful (healer down or out of MP).
Caper Emissarius needs a specific strategic call to be useful, and if you have a solid tank that isn't losing hate anyway, then it's like... ehhh?
Elemental Sforzo is usually used for Enmity spike rather than for blocking/absorbing magic damage.
I guess the point of my desire to beef up SPs is more or less, a lot of them lack a, "Wow!" factor or a, "This really matters!" factor. They don't feel dynamic. They don't feel worth the cooldown, even at the far reduced 45 mins that they are after mastery. I pointed to duration or extra uses as fixes/buffs to most of them, because given extra duration a lot of them go from lackluster to undeniably good without just changing the abilities wholesale.
By SimonSes 2025-08-20 16:16:49
SP2 is bad or vice versa, at least in modern XI.
Brazen Rush for WAR stops being good once you get enough gear for 100% datk (though you could still 5/5 Empy+3 during it for better white damage if it doesn't impact WS frequency).
If you make specific store tp set for it, it will greatly increase tp gain. Also 5/5 empy wouldn't be the set you want to equip for higher white damage. You would only mostly want feet and maybe legs for that.
Hundred fists breaks the delay cap, so with a good set it can be pretty good. It also almost breaks the game with dual wield, which is pretty funny, but I don't think it has any practical use case, unless maybe some en spell build, idk. HF is also good when there is some slow aura or something.
Perfect Dodge doesn't dodge magic or ranged attacks.
Perfrct dodge is still prety solid. You evade all the physical tp moves, counters etc. You also get +60meva.
Invincible is merely a slightly better Sentinel on a way longer cooldown
It's still a massive hate tool
Azure Lore sucks donkey nuts.
I'm not gonna defend AL a lot, but it can be pretty decent to do piercing damage, that BLU can't really do otherwise. It's also good to make self skillchains and magic bursts.
Unleash doesn't matter unless there's a specific pet move you want a lot of/unless the pet moves are gonna eclipse Master damage for sure.
Unleash also disable cooldown for calling the pet, so you can summon a lot of them and activate several different buffs.
Caper Emissarius needs a specific strategic call to be useful, and if you have a solid tank that isn't losing hate anyway, then it's like... ehhh?
It's more about reducing hate from everyone, beside one person, than adding it to tank.
Lakshmi.Byrth
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By Lakshmi.Byrth 2025-08-20 16:30:23
I see Inner Strength as an Invincible-similar move. You get twice as much HP, full healed, and you are quite a bit more durable (counter for attacks, guard for melee WSs) for 30 seconds. By the end of it, the double HP wears off and you probably still have full HP, so you may as well have been damage immune for 30 seconds. If you threw a big hate spike on it and gave it to PLD, it would be better than Invincible in every way except interruption prevention ways.
However, MNK doesn't really need invincible so YMMV.
Bahamut.Zedoma
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By Bahamut.Zedoma 2025-08-20 16:41:45
Goes for every single job:
Reduce every single 10min job ability to 5 minutes. The 20min job abilities to 15-10min.
Below is my job changes based on only the jobs I play with or interact with on the regular.
WHM/PLD: Occult Acumen for Divine Magic.
In a perfect world I would suggest for Healing Magic too at some kind of TP per HP healed ratio because per MP consumed might be too easy to abuse. Arguably still a useless job trait but it would be nice to be able to see Lorq Mor AM have some use or just use Dagan for the memes.
SCH: Add 1 more Stratagem charge at base SCH. Add Haste/Flurry to Accession.
COR: Snake Eye and Fold need to be built in JA but the merit category stays for the bonus effects.
BRD: Sirvente redesign to +Enmity, so I no longer have to cry inside when a BRD sings it on my PLD/RUN.
By Genoxd 2025-08-21 01:18:11
BRD: Sirvente redesign to +Enmity, so I no longer have to cry inside when a BRD sings it on my PLD/RUN.
Why? Is there a really low cap on this stat that I'm unaware of? PLD realistically has 34 from gear.
Obviously it doesn't really matter once hate is capped, but it can be helpful before that
Carbuncle.Maletaru
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By Carbuncle.Maletaru 2025-08-21 01:41:33
BRD: Sirvente redesign to +Enmity, so I no longer have to cry inside when a BRD sings it on my PLD/RUN.
Why? Is there a really low cap on this stat that I'm unaware of? PLD realistically has 34 from gear.
Obviously it doesn't really matter once hate is capped, but it can be helpful before that
PLD doesn't lose much, if any, enmity from getting hit because they're often being hit for 0. If you get hit for 0, then Sirvente does literally nothing. If you get hit for 50, it does very little.
+Enmity would be good in like every situation.
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By Nariont 2025-08-21 02:32:27
Idk, I think most of the SPs are really mediocre. One way or the other. Most often it's like, the job has one good SP and then the SP2 is bad or vice versa, at least in modern XI.
While some have lost some appeal like BR or HF, SP1/2 are generally unique tools whether it be offensive/defensive or utility of which id say only familiar, heady artifice(and this is more of a puppet problem than the SPs themselves), Azure Lore/Unbridled Wisdom, Meikyo Shsui(just have it wear after 4-5 WS) and maybe spirit surge(and really thats just allowing spirit/soul to work as normal, its fine otherwise imo) Among the ones you listed that others havent touched on;
Mijin id agree with you before it got the RR added on, with that its actually a pretty nice soft wipe in that you skip the 3-5 min weakness phase, there's no other method of doing that beyond a bonanza self-target staff or moogle rod. Niche but a lot of SPs are like that, if anyting were changed on it id say make it so the dmg is actually more than a tickle on anything, you're blowing yourself up it should do atleast 5 digits of dmg surely. Mikage isnt too bad either provided you can actually keep the shadows up and the subtle blow boost goes past the cap to offset the increased TP generation, they could up the OaT rate but otherwise it's fine.
I wouldnt say either "suck donkey balls" they're just not mighty strikes tier of which few SPs are
Benediction is the original oh ***button, and it only got better overtime as it used to just be a full heal, now its a full heal, full ailment wipe, and a 20% MP recovery. As a final shot at keeping people alive idk what else you'd ask for. Also if it were made into a charge system how would that interact with other SPs? Would they get their recast cut in half if you used 1?
Intervene also gives the afflicted target +40% dmg taken, idk why that gets glossed over with it as that should be pretty good for any zerg scenerio. Read that JP wrong
And among the others where you say they have limited applications, thats true, but when those instances come up that's something only they can do, only blm can bypass the resist wall with SS, only rdm can burn through immunobreak tiers with CS or skip it entirely once with stymie, Asylum completely blocks enfeebs/dispel and at higher end it doesnt matter how much meva you have, ***lands regardless. Those are situational hard counters to stuff that otherwise can cripple you or make you have to deal with overcoming in a slower way.
EDIT;
Neither of DRK's 2hrs work on Undead at all, and their durations are wickedly short. There aren't any other 2hrs in the game that are completely denied by a monster family type. (obviously they're really good on everything else, but damn)
Yeah that sucks but i always likened it to a blm/rdm getting silenced during MF/CS, but i agree its kinda crappy thouh thankfully the amount of undead fights in this game are a low fewer than anything else, idk how else you'd change it though since that's kidna the whole thing with drain based attacks and undeads
Carbuncle.Maletaru
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By Carbuncle.Maletaru 2025-08-21 02:42:38
Intervene also gives the afflicted target +40% dmg taken
I don't think that's how the JP work. I read it as "increases the damage dealt by Intervene by 2%" not "increases all damage taken by the target by 2%"
Asura.Vyre
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By Asura.Vyre 2025-08-21 02:42:39
Is that what the JP gift does? The way the text on it is worded, just makes it sounds like it raises the damage Intervene deals, so I didn't think much of it.
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By Nariont 2025-08-21 02:50:20
Yeah I was wrong on that, so yeah its still mostly only good for anything that does a lot of phys aoes
By fractalvoid 2025-08-21 03:02:58
Intervene should give more enmity, or actually give a def down debuff as that would actually be pretty sick.
Wouldn't mind Flashga on PLD at all either. Another decent, non-dmging hate tool (that is also AoE) would be fantastic, and is prob one of the only things I could think of for PLD besides an Atonement rework.
Carbuncle.Maletaru
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By Carbuncle.Maletaru 2025-08-21 04:16:00
I think we're getting a little overboard with "fixing" things here.
There are some SPs which aren't very good, and some that are downright bad. Intervene is definitely not one of them. It's incredibly good.
Quetzalcoatl.Wakmidget
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By Quetzalcoatl.Wakmidget 2025-08-21 06:23:40
Actually, you know a neat little QoL that would be nice if SE could give us one day?(Although they probably won't.)
It's a minor thing, but it would be nice if we had the ability to change the order our characters appear on the login screen. My main character is actually NOT the first character I ever made. I went through phases in the beginning before I found something I liked back in the day. And now I have other characters I've leveled on as well, over the years.
It would be nice if I could move my most played characters to the top of the list and my mules to the bottom of the list.
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By CrAZYVIC 2025-08-21 08:39:28
Cerberus.Shadowmeld said: »I know I'm like 7 pages too late, and it was already mentioned sort of, but there needs to be a complete weaponskill overhaul for WS that do not have front loaded first hit http://FTP.
I don't however want scaling FTP on multihits. What I want is a decent base FTP per hit, all FTP transfer. MNK weaponskills feel really good actually. I use RF, HF, DK, TK, and VS very regularly, and they all excel in different situations. RF is great when I'm at attack cap and I'm using godhands. It's very very strong, because it's got decent base FTP at higher TP values.
Making them ramp damage with TP though will just keep magian weapons in off hand. If ruthless stroke had been 5.0 per hit across all hits... it would have been amazing.
I would really like this to happen.
You give Monk a little flavor, huh? A way to hit with Slashing, a way to hit with Piercing… and baby, you just made MNK shine.
Godhands? That’s a slashin’ machine.
Verethragna? Oh, that’s pointy, that’s Piercing.
Spharai, Sagitta? Keep ‘ em blunt, keep ‘em heavy.
Now picture this: switchin’ weapons in Odyssey like you’re changin’ shoes. Suddenly this could make Monk strong in Sortie and Odyssey.
And don’t get me started on that old nerf. Victory Smite, Ukko’s Fury… January 2012, huh? Yeah, they clipped the wings. Even now, both of ‘em? They feel "kinda" weak…compared to the big, shiny WS-meta arsenal of 2025. And with all that power creep rollin’ around? Even if you bring back the crits… not sure it’s enough.
Pre-Nerf
Victory Smite — 15%, 30%, 60% crit rate.
Ukko’s Fury — 30%, 50%, 80% crit rate.
Power-Creep 2025 Adjust
Victory Smite — 40%, 50%, 60% crit rate.
Ukko’s Fury — 60%, 70%, 80% crit rate.
For my twisted little tastes? Oh, I’d even throw in a tiny bit of Critical Hit Damage on top 15%,20%,25%. But hey… that might just be too spicy for some of the purists out there.
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By Sylph.Timepassesbye 2025-08-21 09:31:16
regarding monk gaining different damage types, they already have a way to bypass damage types through formless strikes, and while yes, it's on a CD, it's still there. Monk has always been a blunt damage specialist, and it's carved out quite a niche in that department, leaving little room for others jobs to come close to their damage. I understand the desire, but I feel like that takes away from the job to make them just like warrior.
on the topic of warrior, I do feel they need to do something for great axes, because there's little reason to use those over naegling in most content, especially seeing how strong the fencer job trait is. taking ukon for example, the white damage is great, but you're almost penalized for weapon skilling with your Am running. a proper crit build will eclipse the damage you'll do with ukko, which is quite frankly just sad.
[+]
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By Fenrir.Brimstonefox 2025-08-21 09:33:50
Aftermath adjustments:
* Gugnir no longer overwrites more potent forms of Def down.
Agree with what you wrote except this, how about Gungnir give 26% down? Duration and proc rate depends on Macc.
(maybe bump Spirit Surge Jump to 27%?)
Stronger def. down effects Always overwrite weaker ones. The challenge is just dealing with duration (Angon > proc = good, proc > angon = nothing happens (could was angon and have shorter duration)
I think Tourbillion (33% down) would be the only thing that would overwrite it then.
(maybe change Geirskogul fTP from 3/3/3 to 4/5/6 while we're at it)
Carbuncle.Nynja
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By Carbuncle.Nynja 2025-08-21 09:38:07
You give Monk a little flavor, huh? A way to hit with Slashing, a way to hit with Piercing… and baby, you just made MNK shine.
Godhands? That’s a slashin’ machine.
Verethragna? Oh, that’s pointy, that’s Piercing.
Spharai, Sagitta? Keep ‘em blunt, keep ‘em heavy.
WS's with gimmick weapons that do different damage types still use their base damage type on the WS.
ie: fleuret sword types deal piercing damage opposed to slashing damage. WS's with these weapons are still slashing damage.
The only exception is Murasamemaru, as its gimmick is to make its WS's nonelemental.
Carbuncle.Maletaru
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By Carbuncle.Maletaru 2025-08-21 10:00:30
Fenrir.Brimstonefox said: »I think Tourbillion (33% down) would be the only thing that would overwrite it then.
Corrosive ooze.
By SimonSes 2025-08-21 10:39:18
And don’t get me started on that old nerf. Victory Smite, Ukko’s Fury… January 2012, huh? Yeah, they clipped the wings. Even now, both of ‘em? They feel "kinda" weak…compared to the big, shiny WS-meta arsenal of 2025. And with all that power creep rollin’ around? Even if you bring back the crits… not sure it’s enough.
Pre-Nerf
Victory Smite — 15%, 30%, 60% crit rate.
Ukko’s Fury — 30%, 50%, 80% crit rate.
Power-Creep 2025 Adjust
Victory Smite — 40%, 50%, 60% crit rate.
Ukko’s Fury — 60%, 70%, 80% crit rate.
For my twisted little tastes? Oh, I’d even throw in a tiny bit of Critical Hit Damage on top 15%,20%,25%. But hey… that might just be too spicy for some of the purists out there.
Victory Smite is one of the strongest if not the strongest 1000tp WS in the game with impetus up, doing even up to 99k and with median way above anything else including all Prime WSs and you want to fix it.. Lets be real here.
By Genoxd 2025-08-21 10:51:43
Can we fix gear here too? Make empyrean aftermath apply to pets too.
Give claustrum... literally anything lol
By Nariont 2025-08-21 11:12:37
Look at the poster, he's being as real as can be and that's tame compared to his earlier stuff.
Can we fix gear here too? Make empyrean aftermath apply to pets too.
Give claustrum... literally anything lol
It got (presumably) all pet accuracies +60, so it's right in line with all the other amazing pet gear we've had over the recent that isnt a set path in a armor set you can only have 1 of.
Wouldn't mind Flashga on PLD at all either. Another decent, non-dmging hate tool (that is also AoE) would be fantastic, and is prob one of the only things I could think of for PLD besides an Atonement rework.
Really just a non-damaging tag that's aoe would suffice, doesnt have to be loaded with hate like flash/stun just a way to get a pack of mobs on hate list so you can build hate up that doesnt require you to be right ontop of them(blu spells) or having to work around via healing say a brd after sleeping all of them(assuming they can) pld and run dont really have issues ramping hate up
Lakshmi.Buukki
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By Lakshmi.Buukki 2025-08-21 11:13:52
Can we fix gear here too?
You can end world hunger here if you want, this thread is going nowhere near SE's scrum board
By Seun 2025-08-21 12:59:59
Keep the bonus from gifts, traits, ect., but remove fast cast from gear. Shorten the base cast time of all current spells to be more in line with the haste cap era.
I get that people like to obsess over gear, but beyond a certain point; you're carrying around armor to compensate for lazy development. Way past due for an update.
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Asura.Eiryl
By Asura.Eiryl 2025-08-21 13:17:17
I would REALLY like to see fixes addressed at the base level, and not with gear.
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By Bahamut.Creaucent 2025-08-21 14:06:46
Let's take the attack penalty off weaponskills that still have it for a start. While we are at removing things... let's remove the rare tag off Nyame so we can do all the paths or make Malignance all jobs instead.
Carbuncle.Nynja
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By Carbuncle.Nynja 2025-08-21 14:14:55
Nyame is locked for a reason, they want the players to pick whats best for them.
How about capping WSD so path A C and D have a snowballs chance in hell at being useful ¯\_(ツ)_/¯
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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