That could simply be a trait that increases the potency of True Thrust.
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The situation is different depending on what job we're talking about, but its kind of one part level syncing issue and one part ability bloat. Even if the job in question does have space remaining for additional abilities, it will just mean future players will need to know several different rotations depending on what era of FFXIV:ARR the content is a part of. Plus, making one particular role more complicated to play leads to some players suffering burn out sooner than others.
I definitely want them to keep giving us new abilities (it is something to look forward to). I just think that they get rid of other skills or combine them in some interesting way, how about this for Bard:
1. New version of Straight Shot that has a build in Quelling strikes so that you go down to one skill.
2. Combine Venomous Bite and Windbite into one skill and then we don't need Iron Jaws any longer and then give us something else for dps in the high damage area.
3. Get rid of of one of our AoE abilities and replace it with something new.
4. Give us a buff like enochian or Blood of the Dragon that during its uptime you don't suffer the penalty from Mages Ballad or Paeon)
5. Replace Shadowbind with something better.
6. ANother Damage buff.
I say this.
If they do give us new skills during expansion they should give us the option to upgrade our old abilities into something new so that they don't clutter and the animation changes when they upgrade.
though in old level sync dungeons the animation goes back to normal and the added skills are blocked only in new area's they work.
This way when they do make new skills its not so cluttered
They work outside in old areas just not in old dungeons.
Though I do agree, some combos work unless they are making something to replace the skills we use with something better that would replace cause then you are moving all over the place trying to find a skill and it becomes a headache.
That sounds horribly boring, even our current traits barely do anything and could have just been made baseline on the ability they relate to (like proshell happened with protect).
I will say though if they give us more abilities, I'm going to need another hotbar in the hud layout xD
As long as things stay interesting and we will figure out how to adapt and they will never give us so much that it is not doable...we will be fine.
I would like them to add a combination of new skills and traits. I was kinda sad to see there were no new traits. But I would be equally sad if they didn't add any new abilities either.
SE can give us more skills for the expansion they would just have to make some of our older skills obsolete.
You say this, but the only data centers are NA EU and JP.
Playing from australia, I can only get decent ping to the JP data center except the only servers with good english speaking population are nearly impossible to get on. If we got an oceanic server (not excepting a whole data center here, just a server) I would transfer in a heartbeat.
Yeah, I think some of the skills should be removed because of skill bloat. I wouldn't mine one or two, but the rest should be traits.
I want more skills but less buttons to press!
Example: hit True Thrust --> your button automatically change into a Vorpal Thrust button. Hit Vorpal Thrust it automatically changes into a Full Thrust button.
Hit Full Thrust (or wait too long) and it will turn back into your True Trust Button.
It does nor really matter if you hit 123 or 111 for your TTT combo but lots of buttons would be saved.
i think gw2 did good on this
the basic 123 combo only take one slot, the icon will simply change
so DRG TTT combo is just 1-1-1 instead of 123
I really like this idea. Cabal 2 does something similar with it's own combo buttons and it helps save a lot of button real estate.
As for the OP, I agree with the thought of traits long as they do something more interesting to change up gameplay rather than just be flat % to damage dealt. Imagine they added a trait to BLM where one cast of Fire maxed out your Astral stacks even if you were at max umbral stacks and vice versa or a trait for paladin which allowed Goring Blade to apply it's dot and do it's damage at max potency without needing to combo or a trait for drk that added some MP restore to every attack but not as much as Syphon Blade. Again, not saying any of those have to be the case but some changes like that will certainly change playstyles and spice things up.
Soooo how Fire 3 (and blizz 3) already works right now?
edit: hit post cap, @ below post:
Yes, fire 3 removes umbral and applies max astral, and vice versa
and once you get magick and mend 3 (3 stack cap) at max stacks you get reduced cast times on the opposite alignment spells - I believe when in umbral 3 a fire 3 cast is actually faster than hard casting fire 1.
Just tried to speed run Neverreap as a ninja, and I'm about to vomit. The only other game that ever did that to me was Wild Star during end game raiding. The DD in this game are too convoluted for the game's desired pace. It's not even about the number of buttons. If you have to line up several defense debuffs in conjunction with a pair of 90 second cooldowns in addition to having to make split second decisions on what to aoe, in addition to... etc, etc. You can't really be optimal without exhausting yourself, and everyone expects you to play your class to its maximum potential. It's no wonder people hate running neverreap and fractals. Or why people complain about the DPS jobs. The damage dealing jobs in this game are positively exhausting at end game. At least for dragoons and ninjas it is.
To be fair about the above, it isn't a bunch of split second decisions as your cooldowns become second nature after a while where you barely have to check most of them as you will have a mental clock of approximately what you should be doing. I think the number of buttons currently is okay but adding more would be a CF
The number of buttons do not make the game unplayable per say, but rather unsuited for long durations of play. Wild Star had its own play duration issues, but for different reasons. Moreover, it is causing conflict within the player base as can be seen by the number of threads saying how DD are doing poorly. Given my previous experience with playing tanks and healers in FFXIV, the problem is that the damage dealers do not have two modes of play. Instead, they have only one mode of play that is more complex than the other two roles and people expect them to be running on all cylinders 24/7. They will get exhausted before tanks and healers without a doubt.