My thoughts about Monk rework.
Monk has the most HP at of any jobs of the game, so you cant really expect it to keep up with damage with Blue mage, Dark Knight or Rune fencer for instance when it has a ridiculous amount of HP to work with. There has to be a draw back from being practically Un-killable
As if they care about anything an NA player wants to know. ***is a farce. They don't even have anyone on staff to do english translation anymore.
Your always so Negative Eiryl haven't you ever heard of if you have nothing nice to say its best to say nothing at all? I was one of the players that suggested each job should have a second two hour abilities at the time summoners perfect defense with scholar embrava was all the hype, and at the time certain 2 hour abilities would make jobs seem useless. I posted this over in ffxiclopedias forums which are closed now. Anyways they do listen if you give them substance to listen to.
so What do i think are adjustments to be made in the game?
I think Weapon skills like Savage Blade and Chant du Cygne do entirely too much damage in comparison to 2 handed weapon skills, So i think they should buff Great Axe, Great Katana, Katana, Polearm and Scythe weapon skills. I wouldn't mind seeing a small adjustment to dagger weapon skills as well, as I think they nerfed it too hard when they did.
Instead of Nerfing Summoner, I would just like to see content that Summoners can't complete. Maybe a monster that rages when you use pets on it, or a monster that devours all the pets and gets stronger because that would be hilarious.
I also would like to see Bahamut and Hades summons for summoners, and I would like to see Odin and Alexander get blood pacts like normal summoners. While we are on that note I think that Dragoon should get blood pacts too for their pets, maybe make it to where their pets can grow into a monstrous wyvern I think Dragoon is in a worse place then Monk right now because you cant rationalize bringing Dragoon when their pets die off so easily and there not much of a point when their pets die off so easily outside of soloing.
I would like to see the effect of treasure hunter multiplied, it should be extremely useful and making things drop and give a noticeable difference.. I don't think 8% increase is a noticeable enough difference if Thiefs damage is going to be so weak when compared to other jobs at least boosts it role in what its suppose to do.
My ideas for next jobs is Freelancer, Oracle and Tribal Native.
Freelancer would be a job that gets a boost from each job you have mastered, a weird tank that uses Spear and can set traits simular to blue mage.
Oracle would be a job that focus on ying yang magic (inspired from final fantasy tactics) so they would specialize in using Dark magic and divine magic, maybe they would get spells that put up a damage shield on players..
I am Inspired to encourage Square Enix to make the Tribal Native job for a few reasons, first of all we only have 2 jobs that use archery weapons Samurai and Ranger, and it seems like we only have 2 main ranged damage jobs Corsair and Ranger. So to me Tribal Native would be a job thats inspired from Final Fantasy 2 Rosa character, it would cast enhancing magic spells while attacking things from a distance with its bow.