my number one complaint about role skills so many of them are pretty much useless
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my number one complaint about role skills so many of them are pretty much useless
because those are not equivalent. the OP is not complaining about being shot in the gut, the OP is complaining about being in an ambulance to be taken to the hospital. like why are they not doing surgery of your gunshot wound right there in the street? you know why. why are you in the ambulance? you know why.
if you want to talk about how to actually reduce button bloat or how to have jobs feel different but not crippling them (like only one healer has Esuna and the others not, or only one tank can Provoke), those are the actual "shot in the gut" issues.
as a healer, i'm still not going to map Rescue or Cleric Stance, all the other stuff that gets used are already mapped, some of them are just grayed out most of the time and now they won't be.
The only thing this is going to do to my crossbars is light up the skills that are currently greyed out as I've already set them so I can interchange role skills as I see fit. Another benefit as healer is I won't need to use that silly protect/esuna swap macro, which if used incorrectly, would leave you without protect AND esuna.
I really just need six slots.
Do we need even more proof that Square really has no idea what they are doing? There have been so many bandaid fixes this xpac.
It will be interesting to see how this pans out in the next expansion. Perhaps they are giving us more choices in a way...but I don't feel like this is the right way to go about it. Too many jobs are losing the specifics of what makes them special.
The system from the very beginning should have given us 1 slot per 10 levels, 5 was too limiting even in 2.0. I get they wanted jobs to be more specific in what role they were. To me allowing the use of more actions from other classes and now the role system is a good thing. I only wish the actions were more interesting, giving us a reason to actually use them.
As a RDM raider; I've had to take Surecast out because I really need Diversion before pull, and Lucid Dreaming for mana, Addle since I raid and Mana Shift and I've swapped Surecast for Apocastasis because some fights may need the extra help, not to mention Swiftcast because, yes, RDMs sometimes can use Swiftcast; I don't need Drain or Erase (bc RDM, duh) but those are two out of 10 skills I don't really need. When I BLM I HAVE Surecast but not Lucid Dreaming, which some tanks would really like me to have for the aggro dump (I DO have Diversion but it's sometimes not enough after three Flares and 2 Fouls or a Fire IV spam).
As a BRD I don't have Peloton or Tactician because I use Palisade on the Tank, Refresh on Healers, Diversion, Head Graze (because my ex-bf PLD can't be trusted to Silence Ultros) and something else I may have forgotten off the top of my head. Not to mention, as a healer, I CAN'T have all the tools I need (and especially as a WHM half of THOSE skills were already built into my class and taken away)
Bottom line: The Role Skill was a nice addition that could have used some more testing (like just make it a series of skills every job in that role gets, you decide what to put in your hotbar or not) and I'm glad we're getting more slots so I can ACTUALLY use the greyed out skills in my hotbars. 10 seems a bit like overkill, maybe 7 or 8 would have been best.
I really don't understand this argument.
So let me get this straight right, before the change each healer had their own unique cleanse ability yeah? That's one hotbar slot per healer? Ok, so they merge all 3 into esuna, 3 buttons into 1. So each healer still uses one hotbar slot. There's a net change of 0.
Swiftcast falls in the same boat in that it uses exactly the same hotbar "real estate" as before. So how is this an issue?
role actions are ultimately stupid, because half of them are useless in content. You cant stun/silence/interrupt most bosses. And the other ones are must picks.
A Tank, as an example, Has to take ramp, provoke, etc. They have to take these skills. So its not really an option. Expanding slots doesnt solve the issue cause there is no competition in skills.
Uh... BRD/MCH can't take Diversion. Physical ranged role skills are Refresh, Tactician, Second Wind, Invigorate, Palisade, Peloton, Head Graze, Arm Graze, Leg Graze, and Foot Graze.
If you need Head Graze (it's only needed for V7S), sub out Invigorate. Tactician is basically your only form of instant aggro management. Refresh should be paired with Foe's in the opener, and then used on cooldown after that. If your healers are managing their Lucid timings, they shouldn't run into MP issues outside of mass Raisings.
Palisade is great to have, but it's worth noting it only works on physical damage (so Arm & Hammer and Ultimate Embrace are the busters you should use it for this tier; not counting stuff you use it for in UwU).
That being said, with the increase, physical ranged won’t have any need for all 10. I plan to just add in Head Graze for that 1 mechanic they’ll inevitably have us use a CC skill for, and that’s probably it. Peloton lost its appeal to me when they made it require a refresh every 30 seconds instead of remaining persistent like the old Swiftsong was, but I guess I’ll add it. Don’t really see myself using it all that much though. The other three have no use in end-game, since most bosses are immune to stuns, binds, and heavy.
Seeing as the system shouldn't ever have even been made, I'd say that's a good thing.
This is a band aid for when they will be able to do larger changes. I certainly hope that those "larger changes" will not involve just changing the crappy skills for good ones so that there will be actual competition for what to pick. The system itself should be scrapped and fundamental skills should be part of class growth.
Even now you come across people that have no idea that there is such a thing as role skills (ignorance is a bliss...until you come across someone with a short temper that'll notice it, that is). Healers without Protect, without Esuna in Esuna-mandatory dungeons, tanks without Rampart...Casters of all sorts without Lucid Dreaming. And why?! Eh...for no reason, really. There is zero harm in healers having a copy-paste skill with a different icon and name for Esuna (especially since those actually exist) or Protect (with the same name and icon of course).
Well, that takes away from class esthetics. Which are already scarce.
Then there's also the fact that the class/job skills are auto-added to your hotbar when you unlock them, but the role skills are not. And there are people that manage to miss the existence of role skills altogether.
I find the system dumb and unnecessary they just need to go the extra mile and remove it. I would give the jobs different animations and names for those abilities that performs same functions and some are just not needed imo. /Shrugs
Some of the role skills are more or less useless in battle content, though. So you still won’t be carrying all 10 regardless; at most you’ll have 1 or 2 more, which you should have already allocated hotbar space for anyways when switching them out (e.g., I don’t always carry Head Graze or Surecast, but they still have spots on my hotbars for when I do slot them in). And, as Iscah said, it still removes the requirement of having to level THM to 26 for Swiftcast or GLA to 22 for Provoke—both of which were a problem in HW. My experiences are innumerable when it comes to the DRKs that didn’t have Provoke, or the healers that didn’t have Swiftcast in level 60 content.
No. It's an inherent problem of the role skills system.
Since it is both a separate AND a customizable system, there is just no reasonable way to make the skills pop up on your hot bar as they are gained. You could have their icon, grayed out, appearing, but that'll result in TONS of threads and bug reports about "How do I use this skill?" or "This skill doesn't work! Fix it!" before anyone would even try to do anything on their own. You could say that a pop-up would open when they are gotten informing about the role skills...but it already does. Ignorant people just close them without reading, hence why they manage to reach high levels without knowing the fundamental things. Not only role skills, but also others that are class-related. And it's more work that it's worth, too, seeing as copy-pasting the skill into each classes skill tree is easier than making something new, even if it's a new pop-up.
It's simple. If it's mandatory for the class to be "complete" and effective in all content, it should be part of the class kit from the get-go. Making it different is like calling for a taxi...driver not included.
And giving them to their base job (can’t just do base class since some don’t have classes, and the developers are doing all they can to phase out the class system anyways) wouldn’t solve the button bloat complaint that you brought up in the OP. So tanks all now innately know Provoke and Rampart instead of them being role skills—it’s still using up the same amount of hotbar space.
When you’re leveling up a class/job in a role, there is a pop up that appears saying “You learn the Role Skill xxxxx!” They may not automatically appear on your hotbar, but the game still tells you that you learned them. People “miss” them for the same reason they “miss” what the very skills already listed on their hotbar do, or “miss” the message that says “you can now accept a new class/job quest”: from not paying attention. You can hold people’s hands all they want, and they’ll still miss things.
I know that. And I kept saying that people miss it by ignorance and what not.
However, even when I long since knew about the role skills and what not, I came across the pop-up appearing when I was leveling another class while for whatever reason I didn't pay enough attention to it. I don't know, I think it was in the middle of combat? Possibly. It was a skill whose icon I was not familiar with (some of the trash skills I never even use). Afterwards I was wondering where it was, since I wanted to check what exactly it did.
Since I knew about the role skills by then, it finally shone on me that it was that (well, I just opened the skill menu and looked at the tabs, so yeah...). But it shows that people can sometimes honestly miss such things.
Sure, that happening every time one of several skills is learned is a bit much...but hey.
What I'm saying here is that there is simply no reason not to do that. If players are too ignorant/lazy/otherwise restricted to learn how to use the tools they have?! Sure. The game shouldn't accommodate for that by becoming brain-dead one-button masher. But if it is at no cost to gameplay, giving unnecessary extra hoops is just irritating. Even as a more experiences player, it irks me that if I level a new class I'll have to go those extra steps to add and never remove some of those skills. Not because it's too much to do or it takes too much time. But...why?! Rampart will be on every tank, in every content, in every case 100% of the time. It's just stupid, excessive, pointless. If it had any sensible reason behind its existence...fine. But there is none. It just have negatives from players perspectives, and saves virtually nothing to the developers. Because no matter how terrible the code is, there is absolutely no way I would believe it's not just a matter of copy-paste or adding an extra flag, depending on how they decided to make it.
The problem with them auto-adding role skills to your hotbar is with the design of, not only the role skills system, but the class/job system.
You start off in the game as a class, which has access to all 10 slots - thereby they theoretically have access to all 10 role skills. The last slot (and skill) are unlocked in the late 40s (level 48, if I recall correctly); you're never going to take a class beyond level 30 (or you shouldn't anyways). Jobs, the ones you take past level 30, have access to 5 slots (currently); again with the last slot/skill learned in the late 40s.
5 slots (currently); 10 skills. If auto-adding them were a thing, how does the game determine which skills to auto-add? First 5? Last 5? Middle 5? Random 5? If it auto-adds them all, how does it determine which to equip? First 5? Last 5? Middle 5? Random 5? None at all?
We all know it was a failed concept, this illusion of "choice" with the role skills system. But that design intent - however much of a failure it may be - is probably why auto-adding isn't a thing. That, and the number of skills learned versus available slots. That's my take on it anyways.
I don't know about this.
1. A lot of the skills we don't take are functionally useless. Rescue is heavily dependent on connection and reflexes to even use properly. There's stuff like the warrior's aoe provoke which doesn't make much sense, or things like drain in which they won't really save you or have much use over abilities that use direct damage. The useful abilities that are new tend to be things you can use on others occasionally and effectively like palisade or erase.
2. Idk because I notice they design a little more around role actions more. Hyo mentions surecast, but surecast is one of the strongest role actions out there. It cancels a tremendous amount of knockback moves, and you notice that bosses often use them a lot more too. I think they tried to design the last boss in rab to make use of rescue for healers, as well.
3. +5 role actions, +5new action in 5.0 and we can be back to HW complexity. Not a good thing.
If I can finally have Largesse, cleric, surecast, swiftcast, and protect PLUS ESUNA all at once I'm all for it. It's a great change and irritating as heck in current game where I always have to leave one good skill out.
Thanks, I was misremembering; I use Head Graze, Refresh, Second Wind, Palisade and Invigorate (while I know Head Graze is only useful in 7S this tier it's still mostly a pain to switch them out every battle). I DO use Refresh on my opener and then on cooldown (and our WHM still complains for mana on God Kefka, that's mostly on SOME ppl getting careless), but since both melees have Invigorate and I have no aggro problems, Tactician was relegated to the "don't need this" pile; I also don't see myself using Peloton much on BRD since I run dungeons as BLM (just SO much more fun to melt everything) but, hey, if it helps someone... (btw, I also agree Heavy and Bind are pretty much useless in end-game, and PLD has Shield Bash in case a stun is actually useful, not to mention MNK and DRG and even WHM have their own stuns).
I still stand on the rest of my post about the need for more slots or just let us have them all and we can just discard the useless ones from our hotbars, like RDM already does with Tether and BLM/WHM with Sleep/Repose.
Um...I think you grossly misunderstood me.
I've been considering the "role actions" a failure since before it even came. When it came, I though I gave it too much credit still. After actually using it for a bit...I came to the conclusion that people at Square probably don't really test stuff like that at all because it never should have made it to the game like that.
These skills should be part of the classes main kit. That's what I kept saying in this thread, including in the post I assume you're responding to. "Mandatory" skills should be gotten with levels as part of class/job, just like Ruin, Cure, Hard Shot etc. are. I even specifically, explicitly said why it is an issue with the role actions system BECAUSE the skills cannot be auto-added to the hot bars due to it being...well...it.
I'm slightly hopeful that this will mean they can lean more into the interruptable casts next raid tier/extreme. More people will be guaranteed to have their stuns/silence, without having to swap things around. I excited to see what craziness the world firsters get up to with all the other mitigation they'll have to play with (as long as SE gives more physical stuff for Feint to work on). I really want to see some form of a crazy exchange whole pile of adds/boss (ultimatum/voke exchange, like the blue/green snakes in bismark extreme). SE can potentially play around a lot with mechanics in savage as a result of this change. (Would have made more sense in a third ultimate, but ....)
Only use like 3 of them so this doesn't affect me in the slightest, having more useless abilities doesn't make them useful, it just means there is more of them.
Button bloat is already out of hand. Stormblood did not nearly enough to address it (aside from pvp). Just having more buttons doesn't make a game challenging it makes it unplayable for those without special hardware for extra easy keybinds. A well designed game can be fun and challenging with less than 14 skills.
Meh. I don’t mind.
...yet.
While still nice to have, those role actions were nicer to have during the HW casting days. They were a DPS gain. Even blank was beneficial for DPS, if used correctly. Right now, it does add to the bloat, and it is hardest to remove bloat from MCH. Which leads me to this:
They can't resolve that w/o nerfing MCH. It isn't currently a 123 class.
Increasing to 10 is a good thing. To those who don’t like it and call it button bloat, don’t use them, problem solved. Nobody is forcing you to use the 5 extra slots so please don’t ruin it for the rest of us.
"Button Bloat"
... but:
Healers: break, Eye for an Eye *
BRD/MCH: Foot Graze, Leg Graze, Arm Graze, Head Graze**
Casters: Erase***, Break, Drain***
Melee: Leg Sweep**, Crutch***
... that's not 10 abilities for a majority of the classes. In fact, Ranged Phys have it easy and relatively unchanged
"But just give us other abilities back"
Okay, but: I don't want stoneskin back. I don't care if it was useful on White Mage, that shit can stay there. I had way too many fights with people over bringing stoneskin on Scholar. It was NOT better no matter what people said and I proved it mathematically that a single-target Adlo was far more effective, faster to cast, had a heal with it, and cheaper than a stoneskin.
Also, am I the only one thinking of the possibilities of it being more like they'll be willing to use certain mechanics and celebrating that I can finally have Esuna and Protect on my hotbar without having to fiddle with Role Actions and without having to memorize every time Esuna is used in every fight and get yelled at by that one random person who thinks its my job to remove their punishment debuff... Okay, I might just leave that on him to piss him off.
* = rare use or would probably only get use now that it's automatic
** = an ability with use, but another class has a more effective ability for that/is often the one to take theirs.
*** = screw these
I mean, some of the abilities should have never been made role abilities in the first place. I'm fine with the increase, especially the healer abilities. Esuna should have remained a separate ability for every healer for one. All tanks should have a stun IMO. I'm ok with this fix, but I hope they have a better plan in 5.0. I am a DRG main and didn't mind all the abilities I was using in HW, and I'm glad I won't have to pick and choose things as a healer with 4.4.
I couldn't agree more!!
Well its either the band-aid fix or wait--with unconfirmed hope mind you--that 5.0 fixes role issues.
I think I'll take the band-aid.
Back when it was current content, I used Stoneskin on the party at the tail end of the door to Kingdom Hearts in the Diabolos fight in Dun Scaith. And I used II before every fight.
It's also painful to work up white mage on an alt when the NPCs still use Stoneskin.
As to the OP topic, are they adding more? Cause at least for healer, we only have 10 choices.
Didn't they say *up to* 10 or 10 been confirmed?
Anyway if it is 10, role action system is completely useless now.
Some skills are absolutely necessary to get that doesn't fit the spectrum of "role actions".
I am a BLM main. So i really want to try how to dps without diversion/lucid. I get agro at the 2nd fire 4, if tank is at dps stance. If not, i get agro at 5th fire4!. I am not sure enmity is broken or not in this game (seems to me it is), but without enmity reduction tanks cannot take agro over a BLM. And mostly SMN as well. (Idk the rest of the dps much about enmity). So for BLM, even we have no mana issues, i HAVE TO get lucid.
Swiftcast. No explanation needed i guess. All casters and healers use it so.. doesn't seem optional to me.
Diversion, again, is pretty much a must for all dps at this point. I see this game as a teamwork so if tank wants to go dps stance, which normally they should if they trust themselves, you don't have any excuses not to have diversion. If dps doesn't use diversion when available, it means they are being a bad dps (not in the term of being a bad player dps-wise, but mostly like they don't care or they want tank to suffer or get the blame for not keeping agro). So diversion has become a part of dps rotation, pretty much.
Addle gives SMNs an extra bahamut weave so, a smn that knows what to do takes it as well. Also, people usually take mana shift because things can go wrong. ALSO, surecast is valuable at some points. Though, i don't think these 3 are a must as the above.
Invigorate. Try to use melee or bard/mch AOE dps without having this. Yeah well, good luck.
Goad. It is again a very useful ability. So, there is no reason this should be optional.
Tactician / Refresh. They lower enmity and plus gives us juice. Again, they are pretty much a must to take.
Protect. I will just say this: (we enter the dungeon, tank is standing still for 1 min... our eyes meet. he silently cries. and then a smn comes and says "dw healer will adjust".
Esuna. Have many good usage. And mostly swapped out by healers with protect. Which is why we are getting expanded i guess.. To have esuna over protect. Which protect is like... mandatory anyway and why we still have that-- oh.. but "a ff game without protect cannot be thinkable!"
I don't play tanks too much but provoke is an absolute must. And also rampart, convalescence, shirk, awareness and anticipation (not sure about this) are useful. Awareness is also a semi-must for warriors with usage of raw intuition.
So what was the point of ALL of this?
I think they should remove role actions all together. All healers need protect, swiftcast, esuna and mana regen. All dps needs enmity reductions or contrary tanks need more enmity gain by their attacks, so either remove diversion and make tank enmity adjustable with dps, or just give all dps diversion basically. All melee / physical ranged dps need tp regen. There is no point of not taking invigorate so... either reduce tp costs for aoe or make invigorate for those jobs. Tactician / Refresh is a part of support dps basically. Because well they are supposed to support... right?
Anyway, either remove all of them and make useful ones a job action, or don't try to sell these things as a role action while they are necessary to play the game optimal.
That's actually the point. I believe they even said that role actions are skills that are necessary across the whole role, so instead of having each class have their own, they will put them in role actions. They even made sure to say that it's so that everyone regardless of what class they level will have access to them.
This just shows how stupid this idea was from the get-go when they consciously decided that "mandatory" skills would be put into "choice-based" functionality...
While this technically benefits my paladin with the few skills I couldn't take like low blow and such. I'm gonna have to think on how to arrange my 40+ buttons now...