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  1. #11
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,922
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Halkon View Post
    Yep, I'd be down with it, if maybe we could have "skill loadouts" or something. Changing individual skills out sucks manually, and sucks making a macro for it. It's all an illusion of choice, and it'd be great if there was real choice. But honestly, I wouldn't mind tossing role actions to the side completely (although I would like to keep Rescue).
    Rescue and Peloton are literally the only things I've enjoyed about the change.

    Just to throw some ideas out there, some job-based customization sets/menus:
    • White Mage - Blessings
    • Scholar - Studies
    • Paladin - Oath
    • Bard - Repertoire
    • Machinist - Gear Box
    • Etc., etc.

    Example of one such set:

    Gear Box
    • Heat Absorber (allows for set-aside Heat storage, and Flamethrower when combined with Gas Tank, and with additional synergy with Gauss Round).
    • Wrench (repairs turrets and has an oGCD Pacify that grants one ammo)
    • Gas Tank (allows for your rook turrets to be launched as rockets, self-destructing in a line AoE, Bishop turrets to soak enemies in oil, causing later damage to ignite them for DoT damage, and combines with Heat Absorber to create a flamethrower)
    • Gauss Tech (allows for the Gauss Turret—which deploys between you and the target to accelerate shots fired and allow you to fire from outside of line of sight by redirecting your shots, Gauss Barrel, and Gauss Round)
    • Foregrip (allows you to swap to a Rifle Grip, with a short charge time available on most weaponskills for additional damage and range, and allowing for Clean Break, an extremely damaging augmented version of Heartbreak following a critical Clean Shot).
    • Advanced Salvage (allows parts to be picked up from destroyed turrets, mechanical enemies, and returned after consumption, which can augment additional abilities in a variety of ways).
    • Extended Ordinance Permit (allows for multiple turrets to be deployed simultaneously, albeit at mana drain cost)
    • Marksmanship (something, something Head Graze, Leg Graze, Foot Graze)
    • Etc. (Pick 4-5)

    (With the above ideas, mana is now consumed to Repair and Deploy any of the three turrets; Repair orders may be given to accelerate the recast times of destroyed turrets. The actual Repair ability (via Wrench) is an oGCD channel which rapidly reduces the recast time at no mana cost.)
    (0)

  2. #12
    Player
    Lildragora's Avatar
    Join Date
    Jun 2017
    Location
    The Azim Steppe
    Posts
    218
    Character
    Lillian Mandragora
    World
    Leviathan
    Main Class
    White Mage Lv 70
    I share a similar sentiment, this is not customization. Just a watered down cross role setup.
    (0)

  3. #13
    Player
    Scox's Avatar
    Join Date
    Sep 2013
    Location
    Limsa
    Posts
    141
    Character
    Scox Littletoes
    World
    Coeurl
    Main Class
    Astrologian Lv 80
    Quote Originally Posted by QooEr View Post
    while we're at it with cross role, cleric stance needs to be buffed. 5% for 15 seconds every 90 is not very significant. a buff on the potency, duration or the recast would be fine.. anything, really
    I wish they would just give us a small buff to healers damage, even a percent or two, but have it constant. Then, completely remove Cleric stance from the game so we don't have to try and fit such a crappy skill into our hotbar. However, if they are going to keep it in the game, the skill needs a massive buff to be worth taking up one of our 5 limited spots. The buff should be more like 15% and should last for 20 second every 60 seconds. But 5% for 15 seconds on a 90 second cool down is laughable.
    (1)

  4. #14
    Player
    Rawrz's Avatar
    Join Date
    Jul 2015
    Posts
    1,704
    Character
    Sir Rawrz
    World
    Gilgamesh
    Main Class
    Red Mage Lv 90
    If the role system is putting you in a place where you have to choose between multiple skills, i think it's doing it's job right.

    But for the sake of this thread:
    Lucid Dreaming was completely unnecessary for all classes, they nerfed classes just to add it, instead of baking fully functioning class specific mp restore into their kits.

    Protect shouldn't have remained the same effect. It's the definition of button bloat.
    (3)

  5. #15
    Player
    QooEr's Avatar
    Join Date
    Oct 2016
    Posts
    835
    Character
    Qoo Er
    World
    Sargatanas
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by Scox View Post
    I wish they would just give us a small buff to healers damage, even a percent or two, but have it constant. Then, completely remove Cleric stance from the game so we don't have to try and fit such a crappy skill into our hotbar. However, if they are going to keep it in the game, the skill needs a massive buff to be worth taking up one of our 5 limited spots. The buff should be more like 15% and should last for 20 second every 60 seconds. But 5% for 15 seconds on a 90 second cool down is laughable.
    idk cooldown planning is a fun thing to do and cleric gives healer dps some complexity, i jsut wish it actually mattered like you said
    (1)

  6. #16
    Player Miles_Maelstrom's Avatar
    Join Date
    Aug 2013
    Location
    Idylshire
    Posts
    448
    Character
    Miles Maelstrom
    World
    Gilgamesh
    Main Class
    Scholar Lv 80
    Have you also noticed they are planning to force our role skills further limiting the choice. It's already there.

    Datascape v4.0 - forced one Healer to have esuna as a wasted role ability. I say wasted because while absolutely needed to cleanse doom, doom isn't really a major part of the encounter. He caats it only once to make sure the ability is equipped and has no other detrimental debuffs to cleanse the rest of the fight.
    (0)

  7. #17
    Player
    Seraphyna's Avatar
    Join Date
    Aug 2013
    Posts
    185
    Character
    Sianne Rose
    World
    Cactuar
    Main Class
    Paladin Lv 31
    I personally think that Esuna should be removed from role actions and given to all healers.
    And I agree. Typically I remove it for other abilities because it's instacast. But damn... does it suck when you have a 20/25 second paralyze or bleed on that you wish you could remove. Flipping back to my other hotbar to find I didn't re-equip it.

    Telling my party "whelp.. don't have Esuna". ¯\_(ツ)_/¯

    If ONLY it was a NATIVE skill like it used to be.
    (1)

  8. #18
    Player
    VanilleFang's Avatar
    Join Date
    Sep 2014
    Posts
    1,655
    Character
    Uriel Valesti
    World
    Zalera
    Main Class
    White Mage Lv 100
    Just remove Protect and make it an "Echo" effect at the start of every dungeon. It could be literally the same thing but just an automatic buff everyone received at the start of an instance. Make it so it doesn't wear off at any point until you leave and I don't see any issues.

    The thing about Protect is that it's mandatory or utterly useless. Seriously in Sastasha NM it mitigates, on average, <1 (aka 0) point(s) of damage.
    (0)

  9. #19
    Player
    Spiroglyph's Avatar
    Join Date
    Aug 2015
    Posts
    632
    Character
    Soft Boiled
    World
    Phoenix
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Riyshn View Post
    Even Protect isn't really needed - it is only still in the game because Yoshi-P insisted on keeping it for FF flavor reasons; why not have make it a WHM exclusive short term mitigation buff like they did for PvP. This would also have let them stop scaling up all damage on the assumption that Protect is always active.
    Hey, you.
    I like you, and I like this thing you said.
    This would also have "fixed" the issue with most healers having it too easy to spend 90% of the time in CS, as lack of protect would naturally have made everyone squishier, and this would have somewhat fixed WHM's lack of mitigation skills.
    As it is protect is just a pain in my ass - it's basically mandatory for all content (bar 8-mans where you and your co healer can coordinate), and while you can swap it out after cast (thank you reddit role action swap macros) most of the time I don't even bother to swap it out, as someone dying mid combat means I can't use it on them again. It's all fine and well if someone has a momentary braindead moment and don't stand in the bad anymore as you can recast it after the fight, but if there's any new player or anyone lagging, or some such, well...

    I just find it ODD that in their effort to reduce button bloat, they insisted on keeping the most useless skill in the entire bloody game. I don't even actually have 5 role action choices lmao
    (0)

  10. #20
    Player
    Tridus's Avatar
    Join Date
    Jun 2017
    Location
    The Goblet
    Posts
    1,510
    Character
    Cecelia Stormfeather
    World
    Cactuar
    Main Class
    White Mage Lv 90
    Bring the PvP of Protect over and make that the new 70 WHM skill. Just solved both Protect AND PI problems!

    Seriously, though. Having a skill that you only cast at the start of the dungeon and then never again, so you are encouraged to swap it out, is just silly design. It doesn't make any sense to foist that on players, and people who don't realize you can swap it out are at a disadvantage (one less usable action in combat) vs their macro using companions.
    (0)

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