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  1. #1
    Player
    Sigvaldus's Avatar
    Join Date
    Oct 2013
    Posts
    27
    Character
    Sigvaldus Gigantus
    World
    Cerberus
    Main Class
    Pugilist Lv 50
    can have chain skilling back, like in ff11?
    (31)

  2. #2
    Player
    UnleashedFury's Avatar
    Join Date
    Jan 2014
    Posts
    6
    Character
    I'raht Hunter
    World
    Leviathan
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Sigvaldus View Post
    can have chain skilling back, like in ff11?
    Please, NO. If you want to be tied down to the repetitive Weaponskills required by Skillchains and the parties Job classes, then go back to FFXI. I, myself, am enjoying the relaxed fighting style this game offers. I get tired of being forced to perform he same Weaponskills in a predetermined order of execution, and having my eyes glued to the chat log, looking and waiting for skills used by the mob and party members. Using macros to display chat, letting party members know when to start the skillchain. Yeah, the animations from the Magic Burst.
    Don't get me wrong, It CAN be fun, but after hours and hours, sometimes days, of grouping, it can get to be more like work then a game.
    (3)

  3. #3
    Player
    UnleashedFury's Avatar
    Join Date
    Jan 2014
    Posts
    6
    Character
    I'raht Hunter
    World
    Leviathan
    Main Class
    Gladiator Lv 50
    Another thing I would like to see changed in a future patch, is the amount of time some skills and potions are active. 10 to 20 seconds is a really short duration. Is there any real issue with allowing these skills, and potions to be effective for a more realistic duration like, say 60 seconds or in a case like PLD's Sentinel or Tempered Will, just let them last 5 to 10 minutes. Is that really going to change the game that much? This other request is in the same category, so I'm going to include it in this thread. When you cast Stoneskin, and Protect, then enter a Fate the requires Syncing, those buffs disappear, and then require casting once again (to be better prepared) before engaging the mob. Can this be addressed? The skills that are not available at the synced level should disappear, but not ones that are available for use at the synced level.
    (3)