So thank you for pointing me in a better direction. My original intent was skill bloat, which there is some. Though it shouldn't be applied to everything. With what is there, does it really need to be? So with the 3 tank abilities (Yes I understand you can only equip 2 but I am looking at this from both a job and role perspective), what's the difference between Rampart and Shadow-skin? Nothing, if so very little. Combine them into one and make it a role based skill. Now we can adjust, maybe make Shadow-skin more of a DRK ability or add in something else? With those two there, is foresight really that useful? Or can it stay? If it goes what could we replace it with? If it stays what is a possibility to make it something that feels more within a Warrior role?
This would also apply to the Stone and Stella, I forgot Stella so thank you for reminding me of that. If we take a look at stone I / II / III, what's the major difference? Potency and the Heavy from Stone I. How useful is Stone I to keep it on its own spell? Combining them all into one would reduce the need for the bloat to be on our keyboard in a different way. We're freeing up 2 spaces now for white mage. This isn't my idea though, I have seen this suggestion requested numerous times on healer threads because they're just...button space. Now if Stone I / II / III did something different..and that's a possibility too. Make them do something different or in addition.
You are absolutely right, increasing the buff durations will do nothing but give us more time than to spam filler. Though, they're already dancing with the idea of doing that with DRG BoTD, and I am sure they mentioned others. So now we have more time, like you said, to spam things. What could the devs put in place to take up that time? New mechanics? Or maybe take the ease off of some of the things that are done in general.
So I guess my answer is how would I handle new skills would be re-arranging our olds to;
Make room for new ones
Condense the clutter of old ones
Re-arrange the older ones to be more meaningful.
For example, I'm doing jobs to 60 now to get the stories (I love my story!) and I'm starting with DRG now. I felt like most of my job was hitting Heavy Thurst 90% of the time. I looked on Reddit and the forums constantly and someone posted something about DRG and how it's mostly just doing heavy thrust. So with something like that, why not increase that duration? Or arrange it so it opens up more time to apply other skills or abilities that they could implement.
Or MCH, when we had only so much time after loading our bullets, it was annoying. I felt pressed for time or if a tank ran stopped..looked up at the sky in a dungeon and took the time to think "what's the meaning of life? Why are we here? What is...here?" only to have my buff go off..wasn't fun. They extended this duration when activating it, and in return..I plan to pick that gun up and shoot some jellyfish thingys! It was a QoL ability change that could lead to more time for other things.
Though, I'll admit that the general description of doing some of this in my previous post just comes out as being lazy. Still, all the suggestions I would hope would be taken as one window closes, another opens.
The tanky ones I maybe wrong, though the Stone / Stella..I have a feeling I'm not alone, just the ones who play the jobs don't see any use for it after so many levels, and with level sync it would be nice to have the traits change them automatically.
They are useless after so long and if Heavy needs to be in our lives in terms of raiding it might be better off as another ability that a white mage could get more out of? Or if it is tacked on then we just have a very high cost MP heavy ability.
Thank you for this post btw, +1 from me. Some real helpful tips that I plan to try out now that the PC is back up and running. Been on PS4 too long, forgot how gorgeous it looks on a good machine.


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