This was posted on Reddit from the JP blog. Can anyone here translate it? Just curious what it actually says.
https://www.reddit.com/r/ffxiv/comme...evealed_on_jp/
http://na.finalfantasyxiv.com/pr/blog/
Updated with the English version.
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This was posted on Reddit from the JP blog. Can anyone here translate it? Just curious what it actually says.
https://www.reddit.com/r/ffxiv/comme...evealed_on_jp/
http://na.finalfantasyxiv.com/pr/blog/
Updated with the English version.
Those are both really obvious candidates for the role skill system.
All I'll say is, if SE dumbs the system down to 'bring up the bottom' so to speak, I'm going to be severely disinclined to continue subscribing even occasionally. There's little enough skill involved in combat as-is; it cannot be reduced.
That's not to say I'm automatically opposed to skill consolidation or a role-based system. I'm not. I think it could actually make the game easier to learn, while deepening the amount of required skill to master it. The devil is in the details, though. We'll have to wait and see, I guess.
Cleric Stance and Esuna are so hard, i know.
Personally, i think they're shooting for more QoL changes, Cleric stance switching is more annoying than it needs to be (sometimes not responsive at all), and I wouldn't be mad if Esuna wasn't on the GCD. Though i will say that with heavensward, a lot of our more fun rotations became more of a juggle for maintaining some sort of buff, and they became unnecessarily complex because of that juggle, which was really punishing on people who simply are unable to multitask efficiently.
I have always preferred rotations that were based more on reacting to a given situations rather than following a cycle, and it's why i gravitated towards healers in this game, despite a long history of DPSing in other games.
It's less them "dumbing down" combat, and more them making cross-class skills more accessible(Let me tell you how much I hate getting Provoke!) and reducing bloat, as the game requires like 3-4 full hotbars for some jobs. It's not "Let's dumb down Esuna", it's "every healer needs Esuna, maybe we should just put that in the role skill pool".
WHM Esuna has a 20% chance that it costs 0 Mana. Will they remove this when it's a role skill? Or will the other healers get this effect too?
Esuna is such a negligible cost, and during raids you maybe have to cast it a few times if the fight even requires it all. 95% of effects other than Prey can't be removed anyway.
Wouldn't be upset if, say, each healer got a different trait to make Esuna behave differently.
SCH - Adds a Barrier around the target absorbing damage equal to the duration of the debuff x Y%.
AST - Adds a random Card Effect to the target for half the duration of the removed debuff.
WHM - Esuna now affects the entire Party, but is subject to the Global Cooldown.
Yeah I know the WHM one feels a bit stronger than the others, but let's be honest, they need some love right now. Solidifying them as Group Healers might be the way to go. Could see a similar set of Traits for other Cross-Class skills as well, and with each healer having a different trait to have a different effect, it diversifies the healers and gives them more identity.