With just one change, how much could you ruin each job in FFXIV?!
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Music Used:
FFXIV Dawntrail – Starless Skyline
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Chapters:
00:00 Intro
00:52 Paladin
01:41 Warrior
02:27 White Mage
03:11 Scholar
04:03 Monk
04:51 Dragoon
05:52 Bard
06:55 Black Mage
07:41 Summoner
08:29 Ninja
09:15 Dark Knight
10:05 Machinist
10:37 Astrologian
11:30 Samurai
12:04 Red Mage
12:54 Gunbreaker
13:30 Dancer
14:39 Reaper
15:20 Sage
15:54 Viper
16:39 Pictomancer
17:40 Outro
18:15 Fun Fact
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nononononononono take this vid down before squeenix staff sees this and actually takes notes and implement these changes next patch NOOOOOOOOOOOOOOO
Make SCH fairy heals stronger but they use MP for each of them, ticking MP drain for you as long as it is out.
Basically, return old features to most of the classes. My way to ruin is for phys classes, return TP.
A fc member watched this and said in vc,
For pictomancsr, you get 3 motiffs at the begining of the duty, but you have 3 additional paints that do dot damage (10 potency each) and you have to use these to get your next motiff in specific order, and you only get the colour, if you apply to dot, (has a 15second debuff that does not overwrite, you have to wait for it to fall off before getting the next paint)
You could give Bard's repelling shot potency so you have to use it on CD and during buffs
This is a great idea, but god knows the XIV community is excellent at coming up with the most cursed ideas.
For DNC, it shouldn't be completely random; instead it should have a purely visual indication on your character (no highlight on the skill buttons or the job gauge), and playing DNC should force 100% visual effect opacity, so you couldn't properly see the colours. That way, it would be a buff, but it would be insanely annoying in ARs and any other extremely flashy/dense content.
Even better, all DNC damage skills should be redesigned as a mini rhythm game that you'd need to constantly play, with a shorter GCD on all attacks. Every time you break your "note combo", you get a stacking damage down.
gunbreaker but each part of the Gnashing fang combo needs a cartridge (even the weaves) GNB also gets 6 cartridges max now but bloodfest still reloads 3 but has a chance to accidentally reload a blank cartridge that does 1 potency of dmg
Your Black Mage change is what I actually want for Red Mage. Give me real auto attacks.
I also have zero issue with the Contre Sixte misalignment as a RDM main, I love trying to keep them aligned on the fly when they end up misaligned for whatever reason mid-fight.
Also that Picto change just means no change for controller players, lmao
And I dropped Ninja when the mudras became GCDs so… I understand why no one else wants it back but even without having great ping, I would be ecstatic.
And as for how I'd ruin RDM… Using a proc (or to be really cruel, any black or white mana specific spell) while it's the higher of your manas grants you some much higher amount of mana such that it will forcibly unbalance you. Got a Verstone proc with 48 white mana and 47 black mana? Better hit Jolt instead because otherwise you're spending at minimum a few GCDs generating half-value black mana.
MNK: Greased Lightning is back.
RPR: Shadow/Whorl of Death also reset your combo.
My wacky horrible DRK idea: bring back old Darkside, but only the part that stops MP regeneration whenever it's active, while leaving the rest of new Darkside intact.
Basically: if you use Edge of Shadow at all to fill your Darkside gauge to any degree? Congratulations, you no longer have any MP regeneration for the next 30-60 seconds.
Make SAM only generate kenki with AA just like how NIN did back in the day, also make every Hissatsu do critical direct hits just to add more salt to the never healing wound that 6.1 left.
Pictomancer: Weapon Motif and Landscape Motif can only be executed during combat similar to their Muses.
Bard becomes ninja with multiple mugs? Don't have to cancel a song early? More buttons? Sounds like a W
My idea for ruining dark knight is making Living Shadow manually controlled. Time to do 2 burst phases at the same time!
Adding a gauge cost to Bloodwhetting made me realise just how much i dislike it being a thing on TBN.
To ruin WAR, just make it more like DRK.
As for how i'd ruin a job…
"In order to prevent confusing new players with how they're supposed to utilize their Sen, we have decided to remove the action Hagakure from Samurai."
I can see how most of these would "ruin" a classes playing experience, but the DRG changes effectively nothing. None of your burst windows will ever meaningfully line up with the 2 GCDs of downtime power surge has, and the only GCDs that would ever affect are Raiden Thrust and Spiral Blow which are already your 2 weakest GCDs. The only time a major damage cooldown ever lines up with that 5s of downtime on Power surge is at 2m 14s in a fight where it lines up with High Jump on the GCD right before you refresh it. If you want to ruin Dragoon you'd be better off adding the animation lock back to jumps or making Gierskogul/Lance Charge share a CD with Battle Litany
For Viper: Uncoiled Twinblood and Uncoiled Twinfang, the follow-ups to Uncoiled Fury, are melee range only. Sure, Uncoiled Fury is a great disconnect tool, but every time you use it for that function you'll have to accept you're losing out on the damage you'd get by using it in melee range…
For Dragoon you don't even need a change it's done for you thx squenix
As WAR main, I would definitely lead the alliance A to Z to raid the SE building if they mess with my Whetting
Now i want to ruin more:
Dragoon: elusive jump now combo’s into all jumps, jumps are now manual ground target only.
Invuln
Drk: living dead cost all mp. Duration increases by 1 sec per 1000 spent with for a maximum of 10 sec.
Pld: hallow ground is now cleanseable. Party buff increased based on time remaining.
War: holmgang can now only be used under the berserk status.
Gnb: superbolide is now stack based preventing damage per stack taken max 5 stacks.