3/25 Job Adjustments Update

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3/25 Job Adjustments Update
 Asura.Chefm
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By Asura.Chefm 2010-03-30 09:10:02
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http://www.playonline.com/ff11us/event/vanafes2010/index.html

Forthcoming Job Adjustments

[ Warrior ] As a fundamental job that often serves as a basis for comparison when considering game balance, we've adopted a fairly orthodox approach with warriors thus far.
Now, however, we think the time is right to give these damage-dealers some more unique abilities, allowing them to better support their entire party and protect against disadvantageous shifts in the tide of battle.

[ Monk ] We plan to make monks a more dynamic job that can use proper timing to respond to the condition of party members and foes around them.
For example, an ability that can disrupt the enemy's actions if timed correctly, or other means to slow enemy TP gain in addition to Subtle Blow.

[ White Mage ] We intend to explore new ways to allow these recovery specialists to thrive in their established role, while working to alleviate the hectic demands placed upon them in battle. Also under consideration is an ability that would allow white mages who have performed their healing duties well to unleash the occasional attack without expending their precious MP.

[ Black Mage ] The joy of black magic is that of blast, blast, blasting your enemies away-even if you don't always survive the battle-and we plan to further explore this path.
To that end, black mages can look forward to adding Meteor (strength and attributes yet to be determined) to their spellbooks in the none-too-distant future!

[ Red Mage ] We intend to ensure that red mages maintain the prominent position they currently enjoy, while closely monitoring their balance with other magic-wielding jobs.
For example, the level cap increase will render both “Convert” and “Refresh” usable by support jobs. If this gives red mages more free time in their parties, we will find ways for them to fill that time productively. If this threatens to deprive the job of its uniqueness, however, we will make sure to cover for this in other areas.

[ Thief ] We're looking into abilities that will allow thieves to not only effectively support and cooperate with their party members, but also take the initiative from time to time in dictating the flow of battle.
Furthermore, we're considering a boost to damage-dealing that would render these stealthy types more viable in an offensive role when undertaking endgame content.

[ Paladin ] With the level cap increase ushering in more powerful enemies than ever before, our highest priority will be to ensure that paladins maintain their current level of effectiveness in their established role.
In addition, we plan to tweak the “Cover” ability to make protecting one's party members a more effective option.

[ Dark Knight ] Our vision for dark knights sees them becoming increasingly dynamic, capable of even more unique contributions through their command of dark magic. This will involve tweaking these spells to make them more effective and suitable for frequent use, possibly accompanied by a new way for dark knights to recover MP.

[ Beastmaster ] First on the agenda is a strengthening of pets, allowing them to be called for longer periods of time and giving them their own unique abilities.
We also plan on expanding beastmasters' tactical repertoire with abilities that allow them to manage enmity by transferring their own enmity to their pets, and some fresh additions to the roster of charmable monsters.

[ Bard ] Though prone to excessive sentimentality at times, these musically-inclined types are true team players, and will be even more so with new ways to increase song duration and prevent the automatic overwriting of songs cast upon themselves.
We also plan on making bards less prone to untimely incapacitation, and are considering making it possible-through Synergy or Trial of the Magians-for the bonuses of multiple instruments to be combined into a single item.

[ Ranger ] Our planned refinements will see rangers develop into even more formidable attackers, with new ways of managing their own enmity levels.
We also plan on adding new equipment designed for both form and function, with attributes and appearance befitting these lethal hunters and huntresses.

[ Samurai ] Already among the most potent damage-dealers in Vana'diel, these Far Eastern warriors will receive additions in other areas to expand their versatility.
For example, one idea on the table is to make samurai more attractive as a support job by lowering the level of Sekkanoki, while providing new attributes and abilities that will allow for a wider range of options in battle.

[ Ninja ] We plan on adding a way for ninjas-in cooperation with their party members-to create a dramatic spike in enmity. Also in the works is an interface tweak to indicate one's remaining shadows via the Utsusemi icon.

[ Dragoon ] One planned enhancement will see certain wyvern abilities made accessible with a wider range of support jobs. Together with the addition of a new jump ability, we intend to make dragoon a more attractive job than ever.

[ Summoner ] Already set to receive two long-awaited new avatars, summoners can also expect to see more down the line after the level cap increase, as well as all-new blood pacts for existing avatars.

[ Blue Mage ] Needless to say, even more blue magic spells will be added, as well as a new set of spell-combination Job Traits.
With Assault and Moblin Maze Mongers, blue mages have more opportunities than ever to take on HNMs, so we're also considering making some of their abilities available as blue magic as well.

[ Corsair ] These seafaring types trust their fates to the roll of the die, and we plan on bringing this trait even further to the foredeck by increasing the benefits gained for rolling a lucky eleven.
We'd also like to give corsairs a more prominent role in parties by making marksmanship more effective, and adding new abilities that further flesh out the unique flavor of the job.

[ Puppetmaster ] Each automaton type will see their unique characteristics enhanced even further.
As one example, we envision the Valoredge X-900 evolving into a tank whose capabilities could rival a flesh-and-blood Paladin.

[ Dancer ] Two issues that can cramp the style of these graceful battlers-difficulty in gaining TP and expending it outside of Waltzes-will be resolved with the addition of new abilities. Also under consideration are longer durations for Steps and Sambas, as well as the possibility of having Waltzes target non-party members.

[ Scholar ] Scholars employ an encyclopedic array of academic abilities to command multiple schools of magic as they please. From here on, we plan to focus on introducing more scholar-exclusive magic consistent with their strategist concept, such as spells to *** the enmity levels of party members.
 Asura.Korpg
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By Asura.Korpg 2010-03-30 09:11:38
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