Samurai:
Cytuj:
I want an ability that will reduce the TP cost for the next WS to 0.
That's an interesting idea!
However, this may be a little too powerful, so I'll look into it with balance in mind.
I want an ability like “Tactician’s Roll” that provides TP regain to party members.
This ability may be possible if it consumes your TP like “Shikikoyo” does. I will look into this.
I would like the damage for auto-attack or weapon skills in general increased.
Since we are working towards “providing balanced damage while taking advantage of the skills and the amount of WSs,” this will be difficult to implement. I will look into this carefully, because increasing damage even in the slightest way may greatly increase the total output that’s possible.
I would like an ability that automatically triggers stun when the enemy uses an ability or WS.
We are not looking into an ability that could automatically trigger stun, because this will make the skill level of the player obsolete.
I would like the requirements removed for the "ability that increases accuracy and damage of weapon skills” and the “ability that augments the next weapon skill used with a TP bonus” so that they can be used at any time.
The "ability that increases accuracy and damage of weapon skills” is just an example, so it is possible that the requirements will be altered before being finalized.
As long as the effects for the “ability that augments the next weapon skill used with a TP bonus” are active, you can use a WS at any time to receive the TP bonus.
I don’t want the two example abilities in the manifesto to share the same recast timer with existing abilities.
Don’t worry, they will have separate recast timers.
I would like both of the example abilities in the manifesto to be job traits.
Currently, we are working on implementing these as abilities.
I would like the damage the enemy inflicts to be reduced drastically, or be invulnerable to status effects while the effects of the "ability that increases accuracy and damage of weapon skills” are active.
I really like the idea of the damage the enemy inflicts being reduced if you complete a weapon skill during the enemy’s ability/weapon skill. However, if you are invulnerable to damage and status effects, you will be practically invincible, so something like this will be very difficult to implement.
Get rid of the spell casting penalty while under the effects of Hasso/Seigan.
As a result of exploring this from many angles, we need to put off the elimination of this penalty. Since the basic stats of Hasso/Seigan are really high, we plan on looking into enhancing the convenience of these abilities through merit points and/or equipment, more than heading in a direction where we would support more spells casting. Due to the fact that these are abilities with long effect durations, please understand that you can’t really compare these abilities side-by-side to the abilities that elicit a strong effect but have a short duration/special requirements.
Make it so the effect of Third Eye doesn’t get stripped by AoE attacks.
We balanced Third Eye to be special for single target attacks allowing the possibility to evade single target abilities/attacks multiple times and have rendered it powerless against AoE attacks.
Increase the damage of weapon skills against high level enemies.
In the case of weapon skills that do not have “damage varies with TP” or “ignores enemy’s defense, amount ignored varies with TP” it has become necessary to enhance the attack power or adjust them in some way so it they deal steady damage. Tachi: Yukikaze, Tachi: Gekko, and Tachi: Kasha are weapon skills that ignore defense, thus it has become easier to deal steady damage with them compared to other weapon skills.
In the case of monsters that have damage resistance, all jobs are in the same boat, so we will deal with this theme separately.
Increase skillchain damage.
The potential skill chain damage is not low for samurais that use the job ability “Sengikori” paired with the skill chain bonus job trait, however, we are aware that you can’t get the most out of these stats against high level monsters since skillchain damage is easily resisted, so we plan on fixing this aspect.
Add weapon skills with Additional Effect: Amnesia and Additional Effect: Terror.
Through constant weapon skills you would be able to overwrite the effect and essentially lock an enemy completely, so we are thinking it would be necessary to explore an alternative route such as an ability with a recast timer or maybe even just tone down the effect a bit.
Add a job trait or ability that gives conserve TP/save TP and/or regain.
Using weapon skills and relying on TP is the best part and core aspect of samurai. This being said we will be looking into a variety of things.
I want to dual wield a great katana and a katana.
This is an interesting idea, but there would be a great deal to look into, almost as much as if we were to add another job, so implementing this right now would be difficult.
It might be possible to add samurai to the jobs able to wield katanas as well as add native katana skill to samurais, but if we don't add any advantages for samurai there wouldn’t be a strong effect.
What about adding a “Iai” ability (the act of drawing your sword in quick motion)?
We will take this into consideration for ability ideas!
Scholar:Cytuj:
Job Abilities
I would like the effects of “Light Arts/Dark Arts” to increase proportionately to your level.
We plan on making this adjustment. We would like players that play scholar as their main job to receive more benefits than those utilizing it as a support job.
I want to be able to look up the enemy’s stats, weaknesses and amount of TP it has using "Libra."
We are working on this, but we are unsure whether we will change the effects of "Libra," or use a different method. It is possible that we will use an ability other than "Libra."
I am very worried that with the upcoming changes scholar’s spells cannot be landed easily when fighting against HNMs.
We don’t have plans on making it so that it will be impossible to land spells. However, rather than adjusting the rate that spells are resisted, the occurrence of enfeebling effects and the duration of the effects will fluctuate.
For Storm-related spells, I would like additional effects related to element to be added in addition to obtaining weather effects.
We will look into adding this as an additional effect for “Stormsurge” when we rework merit points.
What new spells are you thinking about adding for Tabula Rasa?
We got some data about the planned spells!
Brave
Target: Single (Can be made AoE through the use of stratagems)
Effect: Regen + Regain + Haste (Values/duration are under development)
Usage Level: 5~ (Under the effects of Tabula Rasa only)
Skill Type: Enhancing Magic
Merton
Target: Single (Can be made AoE through the use of stratagems)
Effect: Damage + Damage over Time (DoT effect depends on the initial damage)
Usage Level: 5~ (Under the effects of Tabula Rasa only)
Skill Type: Dark Magic
Strategems
I would like the amount of charges for stratagems increased.
We will look into this, but balancing charges is surprisingly complicated, so we will need some time to work on this.
I would like Adloquium’s regain effect, when used in conjunction with Rapture, increased.
We may be able to work on a slight increase. However, considering that Rapture can be used relatively frequently, a drastic increase would be unlikely.
I would like Modus Veritas to land every time.
We have intentionally balanced its current effect with the possibility of misses in mind, so we do not plan on going back to the previous effects.
I would like the recast time for Modus Veritas to be shortened.
Since there are many requirements for this ability to take effect, we will look into reducing the recast time along with making the ability easier to use.
I want haste and fast cast effects to be added to Celerity and Alacrity.
We can look into this. However, if this were to be implemented, we would need to look into negative effects like slow, too.
I want the effects of Accession to apply to my alliance members as well.
Spreading the effects of Accession to the alliance will disrupt the balance of this ability compared with similar spells and abilities, so we aren’t considering this.
I would like Manifestation to be able to make Elemental Magic AoE.
We will continue to look into this, but the effects of spells that are turned into AoE by Manifestation are weakened, so adjustments to maintain that balance would also be necessary. Please be aware that implementing this will take a lot of time.
Magic
Make it possible to use Cure V.
In regards to support capability, we’re thinking more in the direction of adjustments that will differ from white mage.
Instead of just simply adding a high-tier Cure, we’re looking into making it so scholars can raise their performance further by enhancing the effects of stratagem use and regen-type magic. However, this doesn’t mean that we won’t be adding a high-tier Cure later down the line.
Make it so Reraise can be cast on other party members via AoE spell casting.
While this isn’t impossible, we would need to change the magic rules and it would take some time to do so. Additionally, we would need to consider the fact that other jobs would then be able to do this as well and adjustments would be necessary.
Add a spell that enhances the rate of magic criticals.
We would like to look into adding an effect to storm spells so that the magic critical rate will increase for the respective element when you are under their effects.
Add spells that decrease an enemy’s evasion and TP gain.
We are planning to add a higher tier Gravity as a spell to reduce an enemy’s evasion. We will also be looking into spells that give the effect of subtle blow.
Add spells that increase WS damage.
Though careful adjustments are necessary in regards to balance, we would like to look into this.
Similar to “Decoy” from FFXII, add a buff that turns you into a decoy and eliminates the effect when an enemy casts Dispel on you.
Balance wise, there is a chance this is possible if it only covers a single enhancement effect. It would probably have a weak effect against special abilities that remove multiple enhancement effects at once. In the case that this were made into an ability, when considering the stats, the recast timer would probably be quite long.
Add sphere-type spells.
For sphere effects, there would be no way of handling the opposite enfeebling effects, such as Slow versus Haste effects. This makes it an extremely powerful spell, so from a balance perspective it will not be easy to do.
Add a spell that makes it so a player’s pet can intimidate a monster.
This is something that seems like it would be better suited to explore with pet jobs than scholar.
Add powerful spells and abilities that can only be used by scholar.
You all have been posting a ton of ideas about this!
We are currently looking over all of them and considering each and every one. Please give us a bit of time so we can work on some plans.
Ranger:Cytuj:
Time for some ranger love! Remember, keep the feedback and comments coming, and we'll do our best to address it!
I want the ranged attack distance correction functionality to be removed.
The distance correction functionality of ranged attacks greatly affects rangers, and based on the opinions of players, we understand that some kind of adjustment is necessary.
With that said, simply removing the distance correction functionality will not solve every problem, so we are working on adjusting the system to be more positive.
Even if the distance correction functionality can’t be removed, I at least want the range of the “sweet spot” to be increased.
We will look into this as part of the adjustments stated above.
I want the range of ranged attacks to be farther than spells.
This will make it extremely easy to dominate worm type monsters, so we have no plans of extending the range of ranged attacks.
Blast Arrow is commonly used as a close range WS, so it shouldn’t be affected by distance correction functionality.
We will look into some kind of adjustment.
I don’t like that TP is consumed even if a WS is not successful because it is out of range.
It is pretty heartbreaking when you misfire, isn’t it? This is a problem that occurs frequently for rangers that keep their distance in battles, so we will look into devising a solution.
I would like hate to decrease proportionately to your distance from the enemy.
This is part of the distance correction, but we are looking into lowering hate when using ranged attacks from the enemy’s sides or rear. Also, some ranged attack weapon skills have effects related to hate, which will also be taken into consideration.
How long will the "ability that increases enmity towards party members positioned between the ranger and his/her target" last?
This ability will last around 3 minutes, and effects will take place for every ranged attack during this time. We do not plan on implementing a long recast time.
I would like the effects of Subtle Blow to take place regardless of distance.
We are currently debating how the effects of Subtle Blow will be implemented. We are also working on adjustments for sweet spots and ranged attacks, so all of this will be decided in a balanced way. Either way, Subtle Blow will be applied with abilities, rather than as a constant job trait.
I would like Eagle Eye Shot to be reevaluated. It is a big gamble, but as you reach higher levels, it sometimes yields less damage than weapon skills.
Eagle Eye Shot has the advantage of having high accuracy, but we are looking into adding additional benefits. We think it will be best if we can add some kind of benefits other than simply yielding high damage.
I would like a hate reset effect to be added to Camouflage.
We currently have no plans of adding an ability that resets hate for ranger. We suggest forming a party with a job that can control hate, such as thief, to get around this issue.
I would like Rapid Shot to be activated every time.
This will be very difficult, since Snapshot is a trait that can be enhanced to further reduces the time in between ranged attacks, and these two would become very similar.
I would like the recast time for Stealth Shot to be lowered.
We would like to look into this when reviewing merit points, but we think that the effects of Stealth Shot are sufficient as is, so this is pretty unlikely.