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  1. #31
    Player
    Subucnimorning's Avatar
    Join Date
    Aug 2013
    Posts
    457
    Character
    Blue Lightt
    World
    Behemoth
    Main Class
    Dragoon Lv 70
    They can add more skills but they have to replace current skills in some fashion or you will have classes with legit 30 keys that need to be pressed regularly which is just insane...20 is close to the max I would ever want which is about what my Ninja is at.
    (0)

  2. #32
    Player Dererk's Avatar
    Join Date
    Oct 2014
    Location
    Limsa
    Posts
    1,162
    Character
    Dererk Titan
    World
    Ultros
    Main Class
    Dark Knight Lv 90
    I had every thing set up so I don't have to use more than 2 cross hot bars for combat.

    Now I have put limit break on the 3rd bar good thing in a tank so I rarely get to see my cool tank limit break.........(sigh).
    (2)

  3. #33
    Player
    Fendred's Avatar
    Join Date
    Jun 2011
    Posts
    956
    Character
    Valentyne Laska
    World
    Balmung
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Nadirah View Post
    You must not play most classes.

    Dragoon has entirely too many and my Paladin has like 5 buttons that do essentially the exact same thing.

    More abilities for the sake of abilities is bad.
    Pretty much ditto on ninja.
    (2)

  4. #34
    Player
    Bman10119's Avatar
    Join Date
    Jul 2015
    Posts
    54
    Character
    Karybdus Frostblade
    World
    Midgardsormr
    Main Class
    Dragoon Lv 60
    My summoner wants more egi summon abilities! but otherwise yeah. no more abilities please. or something. I already have to use the extended cross hotbar on my summoner for buffs and revive as well as summons and then on my main bar all my dots, my ruin and ruin 2 incase i have to run, bane painflare fester and aetherflow, shadowflare tridisaster energy drain the pet abilities for when i need to tell ruda or ifrit to do something since switching to the petbar takes too much time, and dreadwyrm trance which macros me to a different hotbar with a similar setup but with ruin 3 and deathflare to swap me back since in trance and out i only have like 3 abilites that need to swap but not enough buttons to bind them to on the same hotbar
    (2)

  5. #35
    Player
    myahele's Avatar
    Join Date
    Oct 2013
    Location
    Gridania
    Posts
    4,644
    Character
    Tonrak Totorak
    World
    Gilgamesh
    Main Class
    Red Mage Lv 90
    Yeah, thankfully some jobs have abilities that are so situational (or just useless in general) that you'll never have to use them like freeze, sleep/respose, tribind, etc. so got rid of those skills.

    I am able to set up up my controller for these new skill those I'm still getting used to the setup. If they're to introduce 5 more skills/spells then it'll be difficult to do it in a controller.

    New Skills/ Spells are nice, but I feel that most of these new abilities seems rather "meh" That they were added for the sake of having new abilites.

    I agree that less new abilities and more traits will be nice to have. Give them out as job quests rewards in place of abilites
    (1)

  6. #36
    Player
    CrimsonThunder's Avatar
    Join Date
    Sep 2013
    Posts
    312
    Character
    Crimson Silver
    World
    Odin
    Main Class
    Dark Knight Lv 90
    Totally down with this. I've nearly maxed out my DRK and it pains me to put active skills on the extended bar.

    The only alternative would be replacement skills that take over previous skills.
    (1)

  7. #37
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,249
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    Or introduce new skills that replace olders, like a new True Thrust that's more damaging but still combos into vorpal for example.
    (3)

  8. #38
    Player
    Sandpark's Avatar
    Join Date
    Sep 2013
    Posts
    744
    Character
    Kronus Magnus
    World
    Midgardsormr
    Main Class
    Summoner Lv 70
    Quote Originally Posted by Xaenith View Post
    They're gonna have to straight up give console players dynamic macros (skill cycling ones that follow the combos and reset if you miss kind of thing). You can run 32 active skills with the crosshotbar and extended crosshotbar and have skills like kiss of the viper or like a quick-cast/raise macro and stuff like limit break on a different crosshotbar without overly complicating things.We could all get used to swapping crosshotbars to apply cooldowns but they would need to add a way for console players to visually see when cooldowns on a different bar become available at least.
    My comments on hotbar changes and the reason I want the changes:
    http://forum.square-enix.com/ffxiv/t...=1#post3259546

    The biggest underlying issue with Global Cooldowns is it changes combat from being dynamic and fluid to a game of watching UI and waiting. The global cooldown itself is what overly complicates things.

    Why are most skills tied a global cooldown anyways? Isn't the purpose of character stat resources already settling the point trying to be applied here? The point is they don't want you being able to select certain skills at anytime you want. Well TP,HP, and MP should solve that. Sure you could spam your most powerful skills in quick succession, but if the TP/HP/MP cost are appropriately applied, this would result in you being out of resources which would cause players to manage their resources better. If your DPS falls off in this situation, due to missing a combo. No biggie if global cooldown was not in the mix.

    Battles would be freed of it's chains which would inherently make the game more dynamic and fluid versus whack a mole. What is the hardest thing about managing a ton of skills besides finger dexterity and memory? Trying to remember when skills can be used or not. It overly complicates things and is complicating hotbar usage.

    The only cooldown that are game breaking if not tied to a global cooldown are the abilities that augment other skills to do more potency. Changing the games overt reliance on GCD and a simple rework of hotbars would make the game a lot more dynamic.
    (3)
    Last edited by Sandpark; 08-21-2015 at 09:19 AM.

  9. #39
    Player
    AlphaFox's Avatar
    Join Date
    Aug 2013
    Posts
    2,638
    Character
    Rena Ryuugu
    World
    Coeurl
    Main Class
    Thaumaturge Lv 80
    I do agree that new traits or added effects to the skills would be amazing. As it is I have had to resort to mapping CTRL to my side mouse to make it easier, anymore and it's gonna be a bit overkill I think.
    (2)

  10. #40
    Player
    Sevyrr's Avatar
    Join Date
    Feb 2015
    Location
    Ul'Dah
    Posts
    90
    Character
    Sevyrr Flamesong
    World
    Moogle
    Main Class
    Monk Lv 60
    I think that the idea of having traits further enhanced is very well thought out, although it begs the question of what do those traits improve?
    As you can see, we gain no new traits post-50, because the traits are tied to the base class actions. If the base class does not grow, then how too can the traits that effect them?
    What I suppose you could do is to have these traits expand on the current trait boosts (For example: Third Wind, a pugilist trait that increases the potency of the Second Wind self-cure, could be further enhanced into a Fourth Wind which say also lowers the cooldown time of the Second Wind action).
    Unfortunately I don't think this offers much room for improvement.

    For that reason, I'd like to see more of, as some people have said, a merit system wherein your skills get improved based on perhaps your usage of them, or your particular performance at some mini-games that could be introduced in lore as extravagant training exercises.
    (0)

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