Was it just skill pruning, or something a little more extreme?
Was it just skill pruning, or something a little more extreme?
I am also curious.
Based on this Famitsu interview with Yoshi-P, of which a fan translation can be found here, it's nothing extreme.
A few of the combat system related bits:
- Basic GCD rotations (like 1-2-3, 1-2a-3a, 1-2b-3b combos for DoMs) will remain unchanged.
- Abilities with little appreciable use, or that often don't change the outcome of the battle anyway (e.g., Featherfoot) will be replaced with more meaningful abilities.
- High level signature abilities (e.g., Blood of the Dragon, Enochian) will have new UI components to increase awareness and maintainability. Possible modifications to these abilities to increase their uptime for less skilled players while rewarding players who use the abilities correctly.
- Cross-class abilities that are commonly regarded as required by all jobs of a role (e.g. Raging Strikes) will be learned per role.
Presumably, we'll know a bit more after next weekend's FanFest.
I am going to guess streamline them more and lets not forget the Jump Potion will bring in players who will be placed at level 60 with no idea on how to play their class. I would not be suprised if combat system change is also done to make it easier for jump potion users to be introduced to FFXIV.
Bit disappointed that none of their changes so far appear to be doing anything to address hotbar bloat. I know people look upon WoW's massive class prune as a deterioration of class identity, but I feel like with all the cross-class skill nonsense and 5 extra abilities in HW, that the space for buttons right now is just "too $&@%ed high!".
Rip my two hotbar skills on two rows, can't avoid having a third row now x)