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)
I use a controller and have 3 hotbars. It sucked at first, but you do get used to it eventually. There's also that new Y hotbar they released, but it wasn't my cup of tea. *hands over a tissue* Dry those tears, you will still be awesome. >: )
But, I think Meeka19 is correct. Don't ask me where I read this, but I believe the devs mentioned they were going to add more traits instead of abilities this time around.
Much obliged! Three hotbars already? 0.0 mmmm more traits would be nice! I do imagine you have to work on a 4th hotbar *huggles* I had to be creative at some point cos for example when im on mnk, I have blood for blood plus Internal Release fused in one button! OmO
Even if I recently unsubbed from the game, this is definitely the one and only detail that interests me from the possible expansion (I'm not even bothered of the new jobs: they'll most likely be copy cats of what we already have, unless they'll surprise me).
If it's interesting enough I'll definitely check it out again when the expansion hits again...if not I'll just stay away.
PS: And no speed is fine.
We action combat now? Gotta manually aim Jump, woo!
I thought this was a bit ironic. At one point during the fan fest it looked like he was going to talk about addressing hotbar bloat, but then he goes and says, "we're going to take those useless actions that people don't put on their hotbar and make them useful" which... just adds to the bloat.
A combat overhaul is good news for me. Something needs to be done so healing and damage numbers don't get too inflated. It would be nice also if the classes felt epic, I hope there will be rework on the class fantasy too :).
it's been a while so i don't remember it exactly but from the fanfest it was along the lines of.
additional abilities system is being replaced by role abilities. The one they used as an example is provoke for tanks.
So basically instead of unlocking skills from other classes and assigning them cross-class. Each role will now have a specific role-shared skill pool
he said heavensward skills like enochian and blood of the dragon created a huge gap between the highly skilled and more casual players. So they are altering them and adding UI elements to make them easier to use effectively
and he said they will be pruning unused abilities, giving a few examples, which will also include removing the "role abilities" from the original classes
and they just hinted at things like making it run more fluid and smoothly in general
He expressed the desire to lower the difficulty of playing classes, maybe modifying abilities/flow of how classes function to make how to optimally dps more intuitive for all classes?
I think we will get some slimming down as we will probably get 5 new abilities with HW and yoshida mentioned that they do not want to have players needing any more keybinds than we already use.
My predictions based on how WoW has functioned after a few expansions, some abilities will be overhauled, others cut. which we already knew some abilities were under review as they mentioned possibly replacing/overhauling abilities currently deemed as useless by the community such as feather step ect.
with the item level based systems like WoW and what we have in ff 14 "number inflation" aka power creep is unavoidable especially when a new expansion comes out, look at 2.0 vs 3.0, at the end of ARR max item level (individual item) was i135(average i130) as the item level goes up with the levels (51-60) by the time you get to 60 the first stop on the ilevel train was 210 (if you did raiding) and after 3 raid tiers we are now at i270, if ilevel makes a similiar jump as 2.0 => 3.0 you can estimate that the first stop max ilevel would be 350.
It wouldn't be as bad if they didn't think they needed to bring out a new tier of gear with every content patch.
I would be happy if they made a way to scale dungeons up for difficulty like how WoW dungeons are now. The Mythic+ dungeons are a good way to reward great players, also Blizzard has used it for tournaments(caught a bit of University students competing for time against each other to win scholarship money).
Please bring gear back to dungeons SE!
I hope they finaly get rid of those annoying positional atks >.>
I always ignore that! I feel stupid running around the target just to do abit more damage <,<
On 1vs1 its even impossible to do it!
I'm not sure why this is even a thing. Including class actions, five cross class actions, and all quest actions through 60, a majority of jobs (seven, and DRG is one of these) have only 32 actions; three have 33; and NIN has 35 (if you do the sensible thing and put Ninjutsu-Chi-Jin-Ten-Ninjutsu on your bar; 34 if you have only one Ninjutsu button or play by controller). Sure, the new abilities coming from 61 to 70 could require bar conservation efforts, but as things stand right this moment, the only jobs that eat up extra bars are the ACN specialists, if pet commands get placed on normal bars.
It's literally mostly the same rotations(some will change a bit). Useless moves made not useless.
And they're raising the skill floor, and the skill ceiling stays the same