I don't even understand what the problem with the role actions is, or why increasing its slots is causing such a ruckus (?)
I'm personally glad that I'll be able to use some skills that I couldn't before. What's wrong with that?
I don't even understand what the problem with the role actions is, or why increasing its slots is causing such a ruckus (?)
I'm personally glad that I'll be able to use some skills that I couldn't before. What's wrong with that?
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It's more like the whole situation is just dumb or silly. Some of us might have wanted a sixth slot, or similar effect,but the current system was otherwise working fine. Then Yoshi looked at what we have, and whatever he has planned at a future date, whenever that is (maybe 5.0 or maybe later after enough bitching from the playerbase about it), and then he basically took an axe to the whole thing a year before the next expansion even gets here and oh hi! Now what? Now we have more than we need with the system that seems rather pointless now. I'm not so sure we're raging about this so much as we're rather vocally facepalming, hard, at this decision that more or less came out of left field and undid work that the devs originally put in for the expansion alone when, again, only a sixth slot would have sufficed, or replacing one role ability with a permanent variant per job.
Cnj/Whm? Here, have Esuna at level 10 or 15 (either works). Ast? Have your old cleansing spell back too, whatever it was called (I forgot), at the same level. Oh, you went from Acn to Sch? Here, you magically know Leeches, retroactively, like it was a lv 10-15 spell, despite earning this stone at 30.
Something like that. Free up the fifth slot, or make a sixth. Ten is overdoing it and throwing the system out of the window.
Because a lot of those abilities were gutted from jobs and put into the Role Actions in the name of "removing button bloat". This basically reverses that stance without giving the actions back to their original classes.
Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]
I really don't understand this argument.
So let me get this straight right, before the change each healer had their own unique cleanse ability yeah? That's one hotbar slot per healer? Ok, so they merge all 3 into esuna, 3 buttons into 1. So each healer still uses one hotbar slot. There's a net change of 0.
Swiftcast falls in the same boat in that it uses exactly the same hotbar "real estate" as before. So how is this an issue?
Player
Seeing as the system shouldn't ever have even been made, I'd say that's a good thing.
This is a band aid for when they will be able to do larger changes. I certainly hope that those "larger changes" will not involve just changing the crappy skills for good ones so that there will be actual competition for what to pick. The system itself should be scrapped and fundamental skills should be part of class growth.
Even now you come across people that have no idea that there is such a thing as role skills (ignorance is a bliss...until you come across someone with a short temper that'll notice it, that is). Healers without Protect, without Esuna in Esuna-mandatory dungeons, tanks without Rampart...Casters of all sorts without Lucid Dreaming. And why?! Eh...for no reason, really. There is zero harm in healers having a copy-paste skill with a different icon and name for Esuna (especially since those actually exist) or Protect (with the same name and icon of course).
Well, that takes away from class esthetics. Which are already scarce.So let me get this straight right, before the change each healer had their own unique cleanse ability yeah? That's one hotbar slot per healer? Ok, so they merge all 3 into esuna, 3 buttons into 1. So each healer still uses one hotbar slot. There's a net change of 0.
Then there's also the fact that the class/job skills are auto-added to your hotbar when you unlock them, but the role skills are not. And there are people that manage to miss the existence of role skills altogether.
That's more of a "The problem is between the chair and the computer" thing, than an inherent problem with role skills though.
No. It's an inherent problem of the role skills system.
Since it is both a separate AND a customizable system, there is just no reasonable way to make the skills pop up on your hot bar as they are gained. You could have their icon, grayed out, appearing, but that'll result in TONS of threads and bug reports about "How do I use this skill?" or "This skill doesn't work! Fix it!" before anyone would even try to do anything on their own. You could say that a pop-up would open when they are gotten informing about the role skills...but it already does. Ignorant people just close them without reading, hence why they manage to reach high levels without knowing the fundamental things. Not only role skills, but also others that are class-related. And it's more work that it's worth, too, seeing as copy-pasting the skill into each classes skill tree is easier than making something new, even if it's a new pop-up.
It's simple. If it's mandatory for the class to be "complete" and effective in all content, it should be part of the class kit from the get-go. Making it different is like calling for a taxi...driver not included.
The difference would be that if they remain relocated to the "role action" category, you don't have to level the specific classes to obtain them.
Some of the role skills are more or less useless in battle content, though. So you still won’t be carrying all 10 regardless; at most you’ll have 1 or 2 more, which you should have already allocated hotbar space for anyways when switching them out (e.g., I don’t always carry Head Graze or Surecast, but they still have spots on my hotbars for when I do slot them in). And, as Iscah said, it still removes the requirement of having to level THM to 26 for Swiftcast or GLA to 22 for Provoke—both of which were a problem in HW. My experiences are innumerable when it comes to the DRKs that didn’t have Provoke, or the healers that didn’t have Swiftcast in level 60 content.
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