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  1. #1
    Player
    Bixby's Avatar
    Join Date
    Mar 2011
    Posts
    1,534
    Character
    Ampersand Kai
    World
    Gilgamesh
    Main Class
    Pugilist Lv 50
    I could get behind these traits being implemented. There are a ton of ways they could make it balanced. Materia, potions, stats on accessories (just make sure they're not job-locked). If they ever get some kind of class-neutral talent system going (which would also be cool), it'd fit well there.

    I could also see them making this part of a new tank or healer's minor mitigation toolkit. Various killer traits as a tank levels up, that activate about as often, and about as effectively, as block or parry, and throw in an ability that buffs the % for 20 seconds. Or a spell a healer can toss on a player/whole party that averages out to be Eye for an Eye/Sacred Soil-ish.
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  2. #2
    Player
    Airal's Avatar
    Join Date
    Dec 2013
    Location
    Ul'dah
    Posts
    69
    Character
    Airal Luna
    World
    Cactuar
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by Bixby View Post
    I could also see them making this part of a new tank or healer's minor mitigation toolkit. Various killer traits as a tank levels up, that activate about as often, and about as effectively, as block or parry, and throw in an ability that buffs the % for 20 seconds. Or a spell a healer can toss on a player/whole party that averages out to be Eye for an Eye/Sacred Soil-ish.
    If they balanced fights around people rotating skills like that in a meaningful fashion that would be rather interesting as an option. It would also answer the call I see occasionally for a debuffing class that wouldn't simply break the game in two because you can combine every other class's meaningful status effects into one super class.
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