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  1. #11
    Player LeeraSorlan's Avatar
    Join Date
    Sep 2014
    Posts
    460
    Character
    Leera Katz
    World
    Excalibur
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Daralii View Post
    I'd need more keybinds.

    Dragoons currently use over 30 of them at level cap. Yoshida pls show mercy. ;_;
    30? Is that total abilities or usable abilities? I use a control and i only limit myself to two hotbars (quick r1 swaps) for every class.And on drg i use all 16 and that with putting in mount/sprint.
    Some things arent really needed, fient, keen flurry etc. Removing things you wont use 95% of the time helps greatly
    (0)

  2. #12
    Player
    SpookyGhost's Avatar
    Join Date
    Sep 2013
    Posts
    3,403
    Character
    Kori Fleming
    World
    Cerberus
    Main Class
    Marauder Lv 80
    The less abilities the better. Would much prefer traits, refining old abilities is much more needed than cluttering our hotbars with new ones.
    (3)

  3. #13
    Player
    Daralii's Avatar
    Join Date
    Jul 2015
    Posts
    3,042
    Character
    Endris Caemwynn
    World
    Coeurl
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by LeeraSorlan View Post
    30? Is that total abilities or usable abilities? I use a control and i only limit myself to two hotbars (quick r1 swaps) for every class.And on drg i use all 16 and that with putting in mount/sprint.
    Some things arent really needed, fient, keen flurry etc. Removing things you wont use 95% of the time helps greatly
    32 total, 23 for single target, not counting LB and potions. Doom spike, ring of thorns, defensive stuff, and sprint make up the rest.
    (2)

  4. #14
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Altijacek View Post
    Your reaction if next expansion introduces 2 new abilities and 3 traits
    (4)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  5. #15
    Player
    Warlyx's Avatar
    Join Date
    May 2011
    Posts
    3,065
    Character
    Warlyx Arada
    World
    Moogle
    Main Class
    White Mage Lv 90
    i will like it more than getting useless skills that u will never use, ex: Wardens paean.

    however i hope they dont use traits as way to give QOL changes that need to be baseline
    (1)

  6. #16
    Player
    dejavutwo's Avatar
    Join Date
    Aug 2012
    Posts
    315
    Character
    Kuzie Kukuri
    World
    Cactuar
    Main Class
    Pugilist Lv 70
    As a monk, I have 3 action bars filled, and still have some abilities that I didn't even bother putting on - like haymaker, or abilties that I removed and gave alternate bindings like stances. Even then, I am using every single slot on those 3 bars and getting more abilities would be a huge pain.
    (2)
    Questing is like participating in an Old Spice Commercial - Talk to me, talk to him, talk to me, talk to him, Now Talk To Me...Sadly, you are not done, back to him, look there, its that mob I never liked, back to me, back to him...I'm in the Waking Sands.

  7. #17
    Player
    Bman10119's Avatar
    Join Date
    Jul 2015
    Posts
    54
    Character
    Karybdus Frostblade
    World
    Midgardsormr
    Main Class
    Dragoon Lv 60
    Id prefer no "traits", one or two abilities. and instead add a new mechanic to customize your abilities so each player could be unique. Like how you bind materia to gear, come up with additional special materia like items that you can bind directly to abilities. reduce cooldowns, increase potency, additional time on dots/hots/buffs/debuffs, life steal, add debuffs to hits, mp/tp steal, increased range, remove an ability from the GCD but add a cd, make it so a specific ability wont break combo chains. theres all kinds of cool things. and you could instead of unlocking new abilities/traits, unlock slots that you can equip an ability materia in. so youd get your first slot at 62, an ability at 65, another slot at 68, and an ability and a slot at 70.
    (1)

  8. #18
    Player

    Join Date
    Jul 2015
    Location
    pigzig pigzig pigzig pigzig pigzig pigzig pigzig land
    Posts
    540
    what I hate is having to check my action bars to see if any cooldowns came up
    an entire hotbar of cooldowns and im not even 60
    (1)

  9. #19
    Player
    SpecialKK's Avatar
    Join Date
    Dec 2013
    Posts
    172
    Character
    Kulit Kulitin
    World
    Adamantoise
    Main Class
    Culinarian Lv 70
    The problem with traits is it won't change how a job plays. And that's just not going to cut it for an expansion. It needs to be enough of achange that players will feel new. Adding skills gives new experience, but also bloat. It's a fine line.
    (1)

  10. #20
    Player
    seekified's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    896
    Character
    Karis Angara
    World
    Cerberus
    Main Class
    Dragoon Lv 80
    I definitely want more traits, I think traits are awesome. At this point we have enough weaponskills/abilities to worry about anyway, it'd be better to upgrade the old ones with traits to make them more flexible and powerful.
    (1)

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