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View Full Version : So which jobs need fixing?


Zaptruder
04-27-2004, 11:22 PM
After this patch, which jobs do you guys think need fixing? Jobs that are too weak, too unpopular, or maybe too overpowered; what do you think the problems are and how would you fix them?

The most popular - unpopular job post 60s would probably be Dragoon - even with the latest fixes (mainly to dragoon); imo they could take a good powerboost.

As it stands, dragoon has the least number of abilities (sans wyvern abilities; dragoon gets jump, high jump and super jump) (without sub) and 2 useful traits (with the last trait; dragon killer, only becoming useful some 45-50 after acquiring it, when you might be called to fight dragons (HNMs) and wyverns (for 73+ exp). As a pet, the wyvern is a pretty weak one, and as a stand alone job, the dragoon is probably only marginally stronger then a petless beastmaster.

More importantly; their damage on important exp mobs lategame are nerfed quite badly, making them even more unpopular. So given that they're boring to play and are weak... why do people persist in playing them. Because they look cool -_- . only that doesn't tide them over for very long; at post 60, I haven't PTed with another dragoon once (now at LV67) - not just because they're unpopular, but because they're so few around (because people get fedup of dragoon and quit it).

Thieves might like dragoons because they can trick onto dragoon and have the dragoon shed the hate, but other then parties that have thieves leading them (personally as a tank, I most often ahve the damage dealer pull hate off me then have the thief trick onto me to return hate), who else would desire a dragoon in their party over... a ranger, dark, thief, samurai, warrior?

As for fixing the job; I would give more passive traits (another acc+ trait would be about right; or failing that an atk+ trait). Also I would make jump, high jump and superjump all damage dealing abilities; with superjump dealing large damage as well as having a provoke ability (similar to last resort). To compensate; I'd also give them a new ability; feint - when used, the next jump ability used will instead of dealing damage, shed hate (with superjump shedding all hate as before). This way, the dragoon would have to balance between dealing additional damage and controlling hate; not having the best of both worlds (while not getting the worse of both). The jump accuracy probably needs to be higher as well (I'd say 70-75%+ on all but the dodgiest mobs).
Finally, have bone mobs less resistant to polearm attacks - maybe have the same deficit as with slashing weapons (slashing weapons actually recieve a penalty to bone mobs; which is in contrast to popular opinion that it doesn't recieve penalties anywhere - prove this by using spiritswithin on a bonemob - you deal less damage then on everything else - even tho it supposedly ignores defense). If you look at the polearm attacking animation; most attacks hit the mob with the side of the polearm; which isn't too disimilar to a stave (which recieves a damage bonus on bone mobs!).

Ideally a dragoon would be balanced such that with a wyvern, it would be slightly more damaging then a drk on normal mobs (provided that most jump attacks are used as attacks as opposed to feints) (on non bone mobs), but without one would be somewhat weaker.

They're other broken jobs in FFXI, although non that seem to have been bent over as badly as dragoon - but maybe I'm wrong about it! post your thoughts here!

EFigaro
04-27-2004, 11:29 PM
Dragoon. Should gain more Acc bonuses, even if only ever 15 levels, should be allowed to wear heavier armor. Tweak to WS's, but that's more a spear thing, and I'd say create special Blunted Lances that do bashing damage as opposed to piercing damage.

Samurai. New ability needed around 41 to make more unique and give some pull 60+. Beef up Gkt WS and drop delay on Gkt by 50 or so to allow for better damage to delay ration.

Bard. Doesn't really need fix, just needs some kind of freakin' new ability since aside from Soul Voice the only thing they get is resist Silence.

Warrior. Some way to gain respect. Needs no tweaks, just underrated.

Okay, so those last two are mostly jokes, though I'm serious about Bard needing -something-.

Cometgreen
04-28-2004, 12:23 AM
Ninja. I am trying to lvl it for my subjob, and it is some of the most boring time I've spent in game. They have to do something besides just blink tanking. Their damage is certainly nothing special, and all though their debuffs are good, they are not job defining.

Cometgreen

Mikeb
04-28-2004, 12:50 AM
Dragoon - Make jump abilities more powerful (and only available when the Wyvern is out). Also give the Wyvern more HP, and maybe the ability to dodge more attacks (you'd think a small flying dragon would be hard to hit...). Also give them more sword skill (for levelling against bones). Maybe allow the player more control over the Wyvern (manually select Breath Attacks, healing, etc...).

Monk/Samurai/Ninja - not really a job fix, just more variety in armour appearances... I'm sick of looking the same for the last 30 levels...

Shiia
04-28-2004, 01:44 AM
Summoner. Even with the recent update of able to aquire the summons, they are nothing but a weak whm with accesories till they reach 70, 65 with Fenrir.

I really think they are the class which needs most help in updates. Like reduction of some Bloodpacts in mp, Bloodpact reducing in its reuse timer as they lvl, as they gain more Summoning skill (which is one of the most mysterious traights of all... JP people also doesn't know what this REALLY affects).

TMPikachu
04-28-2004, 01:53 AM
I would say I hear the most complaints from Dragoons and Samurai

With the Dragoon, just strengthening their current jump attacks seems like all the change they need, as damage dealing is a problem I hear the most about. Or let the jump attacks be a dodge move too, like 1-2 seconds after you jump, all attacks will miss you, helping dragoons in their light-medium armor survive hate, and making the game a bit more reflexive.

With samurai, it's a bit trickier. They actually have the least abilities out of the fighter jobs(warrior+circle jobs)
Something like a lvl 35-41 ability
I've been thinking of a 'next hit is guaranteed' 3-5 minute cooldown move. Fits in with the samurai I believe, as it is like a reverse 3rd eye. It is not a game breaking addition, all this would mean is samurai can land every other WS with perfect accuracy. It also fits in with the Weapon Skill master idea, as now your samurai won't miss and screw up the SC.

kiriti
04-28-2004, 03:45 AM
Bard need fixing imo, give them more ability and lower their impact on pt with songs.

The fact in an average pt xp can be almost doubled if you replace almost any member with a bard is just odd. Ok i m sure some of you already got better xp in a non brd pt than in an awful pt with a brd, but i doubt it s often the case.

ssj2liger0
04-28-2004, 04:07 AM
the 2 jobs that really do need fixing are dragoon and samurai

Dragoon: Do they even have much of a use in pts? they're crappy attackers and they have little to no defense. All the jumps do, which are their only abilitys, is give a little more damage (cept the one that shed the hate but wats the point if with crap attack, they dont get much as it is.) Now that all multi-hit ws (2 hit like double thrust and all) are nerfed, dragoon really has nothing going for it. they really need to be redone imo.

Samurai: Mostly give a reason for people to be a samurai 30+. The last ability they get is Meditate at 30 and people lvl 60+ can use it.

InuTrunks
04-28-2004, 04:16 AM
Ninja's, we get shafted out of our x:San spells. go us~

nanoko
04-28-2004, 04:23 AM
So which jobs need fixing?

mine! :rolleyes:

lun4tic
04-28-2004, 04:46 AM
Warrior - Needs more warrior only WSs to make level 3 SCs so people won't think they are so useless after level 37.

Monk - Needs monk ONLY weapons, I'm tired of seeing H2H weapons that only THF/DRK/NIN can use, that's just wrong seeing as how they don't have A+ in H2H like monks do.

Samurai - Needs more abilities to mix things up a bit. I like how warrior can use berserk OR defender... or both... Samurai has two active abilitities by level 15 and they aren't even that useful. Maybe they can change that demon ability into a TP ability where they can increase the TP gain for the entire party. Even if it's just by 1 they'd be more heavily respected.

I've been thinking of a 'next hit is guaranteed' 3-5 minute cooldown move. Fits in with the samurai I believe, as it is like a reverse 3rd eye.

I like that idea too.

Synbios
04-28-2004, 05:02 AM
DRGs can be fixed by moving the Staves' skills down by one level, Sunburst to 125 instead of 150, Shellcrusher to 150, Full Swing to 175 and Spirit Taker to 200, and throw in a better Ws for 220/225 and give DRGs better staves weapon and higher skill level in Staff, fixing Wheeling Crap helps a lot too.

Well, half of my suggestions are to make my route to Spirit Taker easier. >. ut I suppose they help. :D

Originally posted by lun4tic
Warrior - Needs more warrior only WSs to make level 3 SCs so people won't think they are so useless after level 37.

Monk - Needs monk ONLY weapons, I'm tired of seeing H2H weapons that only THF/DRK/NIN can use, that's just wrong seeing as how they don't have A+ in H2H like monks do.

Samurai - Needs more abilities to mix things up a bit. I like how warrior can use berserk OR defender... or both... Samurai has two active abilitities by level 15 and they aren't even that useful. Maybe they can change that demon ability into a TP ability where they can increase the TP gain for the entire party. Even if it's just by 1 they'd be more heavily respected.



I like that idea too. Mistral Axe is good for making light renkei vs bones, cause Wheeling Thrust is crap and Arching Arrow does -50% on bones.

There's quite a few MNK only weapons, Spartan Cesti, Dragon Claws, Cross Counters, and even your Tropical Punch :D.

There's a move that guarantees your next hit with a 1 min cooldown, just take 3 seconds and walk behind the monster and /ja "Sneak Attack" <me>.

lufia22
04-28-2004, 05:19 AM
Anyone think THFs need help? I dunno but I hear lots of complaints due to DRK. We also don't get any real good party abilities past 30, I don't believe. Just need to limit TA's power as a sub ability is all I think needs to be done from what I hear.

Course, I'm only lvl 20 and I'm just wondering if anyone thinks the same. From what I've heard, those other jobs need fixes first. At least THFs are useful, they just seem to get replaced sometimes whereas those other jobs just aren't powerful period.

Khaunshar
04-28-2004, 05:51 AM
Thieves, as dragoons, samurai and to a lesser extent monks, all complain about DRK's. It's just the way it is right now since they happen to be the damage top dog once you get higher up. Barring ranger, of course.

I'd say dragoon, samurai, ninja and summoner are the ones in need of fixing, in that order.

Dragoons are based on piercing weapons.... that's bad. They are also very one-dimensional, and their weapon has very few truly useful chains.
I'd suggest either Staff or Sword as an alternative. Sword would, with a ninja sub, finally bring a damage dealing melee into the renkei situation that uses swords..... invaluable for Samurai and Dark Knights with scythes at 65 for level 3 chains.
Staff would give an underused weapon more use.

Samurai just fall a little too short in damage, and once you depend on the paladins TP to make level 3 chains, the benefits store tp and meditate are limited. I think rising the damage and giving some kind of active ability at 40+ would be good. An accuracy / attack up trait would certainly not hurt either, seeing how little of an impact store tp has.

Ninja are pigeon-holed into blink tanking. While the game has just one TRUE tanking job, paladins, blink allows both ninja and warriors to fill the role quite well.
However it's not just expensive, it also depends a lot on the monsters you are fighting. I'm unsure how to solve that dilemma and keep ninjas as tanks, cause we dont need yet ANOTHER damage melee.

Summoners: give them elemental skill, or mess with the blood pact timer to allow for use of the rarely used attack moves.... a summoner pays a lot of time and work for avatars, and some of them are barely useful (Ifrit anyone?) so I think being able to, depending on the sub, be a healer OR a damage class would not hurt. Right now, only black mages exist for magic damage. I think a summoner would be a good second job for that place.

falloutboy14
04-28-2004, 07:39 AM
What would be good for Samurais is a toned-down group meditate. Like a 5-min ability that gives like 20tp to the whole party. Similar to PLD's Rampart(although not a def boost, a tp boost, obviously lvl 50+ so that Sam as a main is useful. That or an accuracy job ability similar to rampart (accuracy up for 30 seconds, with a 5 min refresh.

Something that would help dragoons is the option to choose what type of hit you use. You could do a piercing thrust type attack on mobs that suited that type, or a more chop-down, axe likemotion for mobs that were weaker to bash attacks. Or perhaps the game would choose which type of attack to use. Or perhaps an ability that increased the percentage of piercing attacks, and another ability that increased the bash type rate.

That doesn't seem like its enough to bring drg up to the lvl of drks though. The option to choose they type of breathe would be helpful. Perhaps a quest to get a new dragon, or have the current one grow up? One which is a big walking dragon that could obviously hit harder, instead of the flying baby dragon. A lvl 50+drg would be required for the quest.


Ninjas could get a group subtle-blow ability. Again 5 min refresh, active for 30 seconds. Since it seems like ninjas need more help. This wouldn't necessarily make fights go faster, but it would make the tanks life a lot easier.

Mikasa
04-28-2004, 08:49 AM
DRK

#1. I'd just like to thank square for making Guillotine absolutely useless.

Perhaps after 2 years of sitting on your asses, you can fix our 2 hour which isnt even worth using


OH NO, THAT DRK DRAINED A TOTAL OF 500 HP FOR HIS 2 HOUR!!!
HES 133T

jigg
04-28-2004, 09:34 AM
imo, there needs to be an adjustment made to the magic system. If you accidentally mistype the intended targets name (say for an emergency Cure II) it will default to your currently selected target (usually an opponent). Not only does this burn mp but you also have to live with the embarassment of trying to cast Cure II on a goblin.

If the target doesn't exist, the spell should automatically be interupted (or not even started) and a message stating the target doesn't exist should be displayed.

Vaiyo
04-28-2004, 10:33 AM
Dark knight 2hr needs fixing. It's useless ... I'd add to it (ontop of what it already is) 1) 100% accuracy 2) 1.25x damage and 3) major afflictions (adds stuff like disease, paralysis, poison, blindness, gravity, etc etc) to the mob for the duration of the 2hr, or maybe 45 seconds after the first hit.

I'd increase dragoon jump damage.

Samurais TP gain abilities should add 2 or 3 points more per hit ... it just doesn't feel like they're the masters of TP gain still.

lufia22
04-28-2004, 11:17 AM
Originally posted by jigg
imo, there needs to be an adjustment made to the magic system. If you accidentally mistype the intended targets name (say for an emergency Cure II) it will default to your currently selected target (usually an opponent). Not only does this burn mp but you also have to live with the embarassment of trying to cast Cure II on a goblin.

If the target doesn't exist, the spell should automatically be interupted (or not even started) and a message stating the target doesn't exist should be displayed.

To battle this you can easily press keys F1-F6 to target the correct PT member and then just type in <t> instead of their name.

OR

You can simply type in the spell and type <p#> (replace the # with the party members position on the list) instead of their name. I believe the abbreviation is <p#>....it might be <pt#>. You might need to check me on that.

You can also move if you start casting and interrupt your spell. I agree, I can see it being a hassle but there are ways to stop or prevent it from happening.

Stanislav
04-28-2004, 11:40 AM
Dragoon of cource, this job has a great image but weak power..
From 49 to 60 I felt like god
I felt like god at 60-61 while subbing Samurai but after you leave Delfutts Tower and go back to mobs that Lance doesnt pierce the Samurai is useless. And with no TP return now the Samurai subjob does not make the same effect as it used to be.

Till 60ish I always out damaged DRKs no matter what people say but after 60 Dragoons power rises in the sale scale as it did form 0 but other jobs seem to get high power boosts.

As for ninja... Besides lowering the Shuirken price and getting Throwing WS this job is great... No matter what people say about not being able tohold aggro and PLD being the true tank... Ninja can hold hate perfectly fine when the Aggro is balanced... Ninja also relieve a lot of MP usage which a PLD requires and that gives WHMs more MP to spend.

poppipo
06-01-2004, 08:59 PM
Dragoon-mabye give them some accuracy/attack bonuses or give more abilities associated with the wyvern since almost all melee jobs do more damage

ninja-make it more of an enfeebling class(mabye give some really powerful san spells). Also SE should take away blink tanking or atleast gimp it to make this job more fun

samarai-most people think this job needs to be fixed, it doesnt. the latest version of the FFXI strategy guide included ALL the abilities the first one left out which made people beleive that this job has no ablilities

summoner-make the blood pact timer shorter

theif-SE should consider making this job lmore like a hate controller by making trick attack at lv 38

this is my opinions to give a balance between all the jobs, if u have a different point of view dont go crazy and use foul language

aques
06-01-2004, 09:29 PM
Definitely dragoon. what they need is an increase in dmg with their weaponskills at 200+ weapon level.

Wheeling thrust(lv225) only does 100-300, normally 150-200. if you add the wyvern damage it will add another 50-100 damage. So at most wheeling thrust + wyvern can do 400 damage, but that occurs once in a blue moon.

I'd say on average wheeling thrust + wyvern does 250 damage. Compare that to warrior mistral axe(lv225 1h axe) that averages 300 damage...


mistral axe(1h axe) > wheeling thrust(2h polearm) ?

:confused:


And when a paladin with defender on, using swift blade and does the same damage as dragoon's wheeling thrust, there's an obvious problem here.

Normal damage wise though they're ok, hits just as hard as a dark knight if both are wearing the same +ATK and +ACC equipment.

lun4tic
06-01-2004, 09:53 PM
Samurai REALLY need to be fixed.

Their total lack of useful abilities up until 30 and past it is very disappointing. There is NO use for anti-demon active abilitiy at level 5. None. At level 15, you get Third Eye, a move which lets you dodge one attack... ONE. JUST ONE. WOW THAT'S SO COOL ONE ATTACK DODGED. It's not useful in any way because samurais don't need to tank at level 15. You've got an abundance of warriors.

At level 30 you finally get a move you can get use out of. The last move you'll get use out of, so have fun using that single move for the rest of your samurai career. So your pretty much standing there hacking away using an abilitiy every once in a while then throwing out a weak WS. If you're an Elvaan samurai, don't even think about landing a hit 50% of the time.

In my opinion, Third Eye needs to raise your evasion, AND dodge the next attack. That way there is a chance it won't be used up the second you activate it. The passive TP ability could use a small lift. At level 25 you should have an active abilility that makes WSs cost 150% or so, so samurais can actually chain with themselves without using their 2hr. LIKE THEY'RE SUPPOSED TO.


GG SE - you forgot something~

Thark601
06-01-2004, 10:17 PM
Originally posted by Vaiyo
Dark knight 2hr needs fixing. It's useless ... I'd add to it (ontop of what it already is) 1) 100% accuracy 2) 1.25x damage and 3) major afflictions (adds stuff like disease, paralysis, poison, blindness, gravity, etc etc) to the mob for the duration of the 2hr, or maybe 45 seconds after the first hit.



lol... u wanna make a bad 2-hr into an overwhelmingly powerful one? drk's are strong enuff....

Malamasala
06-02-2004, 02:56 AM
I don't really see anyone complain about this but before I moved on to my main job smn (thanks to last patch) I was playing monk.

At lvl 40 monk I used chakra for heal about 85 hp.

Now, why would that skill have 5 min timer? (And the dreaded 10-15 which it was originally).

I know it becomes more useful when you get the vit*3 enhancement from one of the AFs, but 5 min for a free cure II, cure III seems like a bit much. Sure it also cures statuses, but anyway.

I'd say 3 to 1 min would be nicer, since in a fight exp fight and you take damage, you will take atleast a cure II in damage because of the low defense from monk armor.

It's not like a 1 min timer would mean much healing in a party anyway since most fights last 1 min.



Oh, and to my current job smn.
I'm actually too low lvl to know much about it but from what I hear, all avatars except fenrir deal the same melee damage, and that the cost is carbuncle -> fenrir -> others when out.
Now, wouldn't it be more fair if all avatars cost the same if they dealt the same damage? Also it would let people play with their avatar of choice and not only play with cabuncle or fenrir always when meleeing.
But again, I've not had the chance to experience this so it might all be lies from higher levels :P

Grayeyes
06-02-2004, 04:33 AM
I'm going to play Devil's Advocate and say White Mage. Yes, they're not 'broken'. At level 50, you get Holy. At levels 51-75, you get nothing that isn't a Cure, Protect, Shell or the group equivalent of those spells. Yes, those spells are cool, but they're also not very exciting. A little "something" would be great, if just to kill the monotony of it.

Barfishra. I like the sound of that ;)

Edit: I also wouldn't hurt at tall if summoners got some of the powers they already get earlier. By the time they hit 30 they could have (weakened) group versions of all of the avatars' powers.

Chucklez_1
06-02-2004, 10:38 AM
I know this might sound very weird coming from a person w/ a job that's one of the needed class in pt...but RDMs need a bit of tuning post 55. As the taru in windurst explains, to put into my own words, RDMs are suppose to specialize on 'enhancing' and weakening things. The problem is...bar spells are self only...and our en spells are self only too. Also...Blind/paralyze/gravity/slow isn't that too impressive later on in the game (come on...you can get away w/ those). RDms just needs a bit more tweaking on the job they're suppose to specialize on (i.e. increase Gravity's evasion debuffer...that would REALLY help)

Edit: Also...summoners need to be fixed definitely like maybe seperate the blood pact for each smner (so that you can recast another avatar for their ability while one avatar's blood pact is down) or increase the dmg to mp ratio of their abilities. If SE wants smners to pretend like this is FFVI (i.e. cast...and release quickly) they really need to make that few seconds worthwhile.

Vhal
06-02-2004, 10:40 AM
Fix for ninjas: Make them into enfeebling warriors.
Blablabla Trait: Enhances the secondary effects on weapons. Like a Monk, the trait improves with levels.
---This makes secondary effects on weapons happen much more often, for longer durations, and with greater effect. The first time you recieve the trait, you gain a large bonus to the duration of debuffs. And they stack with any spell-based debuff
Make weapon-debuffs last only a few seconds, so Ninjas are kings at this. And finaly give all katanas a secondary effect, so they can be mix & matched for their effects, not just the best damage.

Can probably also add a new job ability that raises activation chance/strenght for two minutes, reuse 5 minutes.

Dark Knight: A better two-hour.
Plague Weapon: Every succesful melee hit for 40 seconds has a chance to inflict multiple status effect, a la Bad Breath (i.e. can apply 5 random effects, 50% chance each that they stick, bypass any resistance.)
---A better ''Oh shit!'' two-hour than the current one.