An idea for the Blue Mage 2hour if it hasn't been said already... let Blue Mage use ALL of their spells during the duration, not just the ones set and the Unbridled Learning abilities. This would instantly make it more useful without having to wait for new Unbridled Learning spells in the future to get to use.
Maybe this wouldn't be right, but I think it should be considered as an option.
I would agree, SE showed themselves to be real lazy with the construction of these new 2hrs. Wasn't the purpose of the new 2hrs to make up for the lack of power and usefulness of the old 2hrs. Didn't the SE player base come to a consensus that the game has passed the old 2hrs by, thf cant PD ranged atts, pld invincible useless against magic, Drk BW ineffective against all undead, pup 2hr is just sad, blm manafront shouldn't even be a 2hr. These 2hrs was suppose to be replaced, because the old 2hrs were outdated. The new 2hrs are all basically disappointing, lackluster and void of any creativity. Only a select few is good..
SE you can't let these new 2hrs go live they are embarrassing, add some more creativity and usefulness to these 2hr built and based on the thematic of the given job.
I thought SE wanted more options for players. Many of the old 2hours are quite good actually. Perfect Dodge allows a Thief to pull melee mobs in for a group without getting hurt (and pulling ranged attackers isn't really possible, even if this issue should be fixed). Invincible grabs hate and allows a Paladin to take extreme melee damage without nary a scratch. Dark Knight's 2hour allows them to use Souleatter the way it was meant to be used, and the majority of the time their 2hour is lacking is from nerfs to Souleatter rather then problems with undead. Manafont eliminates the chance for a Black Mage to have their spells interrupted by melee strikes, which is incredibly useful.
Obviously not every current 2hour is good, but many are (even ones that could use a fix or two are for the most part OK), which is part of the problem with releasing new ones, especially if they're not so hot - they have to compare to the good ones. And for bad 2hours replacing bad 2hours, it leaves the job without a good 2hour in general.
Astral Flow is incredibly good, and the new 2hour option Summoner will get is incredibly good (from what I've seen so far anyways). I think that Summoner's 2hours should be a model for what the rest should be with options.
Many of the old 2hours could use some work too, but saying they're all bad isn't exactly the truth. Not all of the new 2hours are bad either, which is why when one isn't up to par it stands out.
Most of the old 2hrs are better than the new ones, from reading these job forums there are a considerable amount of people dissatisfy with there job's 2hr.
Good morning!
We just wanted to give a brief update regarding monk’s new 2-hour ability and apologies that it is taking a bit to implement it onto the Test Server.
We are currently making adjustments for how AoE damage will be handled while this new ability is active. We performed various tests to see if we could make it possible to counter AoE attacks, but there were some difficulties with log recognition, so we decided to look into an alternative effect. Our objective is to implement this with the next Test Server update and we are working very hard so everyone can try it out!
^Best response.
Also, discussion is about how bad these 2 hours are, rep posts about 2 hour that nobody cares about. AWW YEAH.
/人 ◕ ‿‿ ◕ 人\
If you're the one who designed the game, how is it possible to not be able to implement something based on your design? I could care less about the 2-hour; it just makes me wonder what other job abilities/spells/etc. suffer because the dev team is unable to program certain features.
I honestly have been feeling that a lot of things were tossed in for the heck of it/vague reasoning instead of any consideration of actual gameplay with these 2 hours. Especially with these additional/bonus effects.
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