
Originally Posted by
Crinx from Gfaqs
With the upcoming nerf to Utsusemi and Ranged attacks, there have been mixed feelings brewing. Some feel the nerfs are totally fair and needed, while others argue the game would simply become too difficult without the sheer finesse of NIN tanks and the sheer fire power of RNGs. Now, this is a predicament, as if they buff all other jobs, the game becomes too easy... however, if they just nerf jobs, the game becomes too tedious and difficult.
Changing basic fundamentals about certain jobs will eventually just make this game too easy, or way too hard without changing the core of the gameplay, which is why I've spent the time to think up how to fix this game.
Ranged Attacks:
Ranged attacks will now be manually aimed in first person mode. To accomodate this change, enemy body parts will now have seperate damage calculation detection. Scoring headshots will do more damage, firing at the arms of your enemy will lower their attack for a certain period of time, and firing at their legs will slow them down our outright stop them.
Additionally, sniper rifles and shotguns will be added to the game. Sniper rifles will be highly accurate and powerful even at great distance, while shotguns will be far more powerful at point blank, and have splash damage AoE as a bonus. Not only this, but items such as grenades will now lower the defense of armored mobs upon impact, and will naturally have a radius AoE.
Furthermore, it will be possible to walk and/or run with certain ranged weapons. Accuracy will be naturally lowered while moving, but it will allow more freedom in HNM battles. Additionally, explosive triggers and barrels will appear in God pop areas that can be detonated with a shot from a gun or a grenade. These explosive triggers will inflict heavy damage onto gods and incapacitate them.
Jumping:
It will now be possible to jump inside and outside of battle. Not to be confused the the Dragoon job ability Jump, jumping in battle will allow you mount your opponent to afford you the ability to deal more damage per blow with more accuracy with one handed weapons while you remain mounted, but you risk being thrown off and taking heavy fall damage.
Melee attack fundamentals:
Auto attack function will now be removed. You will now be required to manually swing your weapons, and weapon delay factors how long it takes to complete a swing. Additionally, it will be possible to string your attacks together in melee combos that will allow you to accumulate not only faster attack speed per successive hit, but damage bonuses also. It will now be possible to swing your weapon while running after an enemy, but a loss of power and accuracy will occur. Additionally, it will be possible to jump and swing your weapon to increase damage done, but lower accuracy.
Additionally, there will be three types of attack to choose from: Weak, normal, and power.
Weak attacks are faster and more accurate than normal attacks, but inflict less damage.
Normal attacks have no power, accuracy or speed modifiers.
Powerful attacks are slower and less accurate than normal attacks, but inflict more damage.
String multiple attacks and attack types together to fully optimize your damage. This strategy will now be called Attack Chains and upon each successive Attack Chain bonus, the attack number and damage multiplier will be shown in the party chat log.
Weapon skill usage:
Weapon skills will continue to be activated from a menu for all weapon types excluding Hand-to-hand. Hand-to-hand weaponskill will require to input joypad commands to activate once you reach 100% TP. A small example:
Combo: Back, Forward, Down Forward, Attack
Raging Fists: Back, Forward, Down Forward, Attack, Forward, Attack, Back, Attack
Asuran Fists: Back, Forward, Down Forward, Attack, Forward, Attack, Back, Attack, Down, Attack, Down Forward, Forward, Attack, Back, Attack, Back, Down, Forward, Attack
Chi Blast:
Chi Blast will now have a 0 second recast. Using Chi Blast requires to input the joypad command: Down, Down Forward, Forward, Attack.
Music:
All the music in the game will now be replaced with good music.
Killing Sprees:
Players who successfully deliver killing blows to monsters in their party consecutively will gain additional experience points ontop of EXP chains. The amount of additional EXP will scale up based on the Killing Spree number, but will stop multiplying upon Spree number 10.
Weapon additions:
Multiple weapon classes featuring unique abilities and weapon skills will be added for usage by select jobs.
Sickle and Chain(DRK/NIN): Sickle and Chain is a weapon class that affords slashing damage type, but delivers damage as a ranged attack. All ranged attack changes will now apply to Sickle and Chain, but it can also be used to combo(unlike other ranged weapons) in third person view at the cost of being able to freely target damage points. Dark Knight will have a skill of B+ in this weapon class, while Ninja will have an A+.
War Hammer(WAR/DRK/PLD): Two handed mauls that have the highest damage rating of all classes, but also the longest delay(600->650's). Only the highest STR classes are able to wield this weapon class. Blunt damage type.
Additionally, Hand-to-Hand weapons will now have unique damage types based on the weapon. Katars and Claws will have piercing damage, Patas and knuckles will retain blunt damage. Additionally, using a weapon such as katars, you will be able to toggle the damage type based on Fighting Stance chosen(see below) and choose between piercing or slashing damage.
Fighting Stance:
Level 37 Monk ability: Allows player to choose between three seperate fighting stances to inflict damage. The stance selected will change attack speeds, attack damage, combo lengths, and TP gain speeds. Also, depending on certain weapons, fighting stance will also toggle weapon damage type.
Soul Devour:
Level 70 Dark Knight ability: Upon activation of Soul Eater ability, Dark Knights will enter Devil Trigger mode which not only multiplies their TP by 1.5x, but also increases attack speed and attack power. Soul Eater will still be 1 minute in length, but Soul Devour's duration is 30 seconds without enhancement merit points and equipment.
Bahamut:
Dragoon's 2 hour ability Call Wyvern will become a 30 minute ability and the 2 hour will be replaced with Call Bahamut. Bahamut is summoned and inflicts heavy damage on enemy monsters for 45 seconds. Bahamut can recieve the effects of Bard songs and enhancement magics. If Bahamut is able to accumulate 100% TP before he is dismissed, he will be able to unleash Mega Flare using the Pet Command option.
Gil Toss:
Samurai will now recieve the ability Gil Toss at level 60. Gil Toss will inflict 1 point of damage for every 1000 Gil thrown. Ability recast is 30 minutes.
That's it for now.