And Doom inflicted by the 1st boss of Dun Scaith.. or the few instances of Heavy dot some boss can deal (Like the bleeding from the Weeping City's last boss).. It's not useful in every fight, but it's far from useless
And Doom inflicted by the 1st boss of Dun Scaith.. or the few instances of Heavy dot some boss can deal (Like the bleeding from the Weeping City's last boss).. It's not useful in every fight, but it's far from useless
My shot in the dark:
They are going to consolidate skills/abilities/spells that makes each role "alike" in the role action and make some job skills/abilities the optional stuff
I don't know why they're bothering with a band-aid at this point. It's not like the semi-broken Role system hasn't been around for the first 75% or so of Stormblood's lifespan. The change reminds me of the ill-fated (and quickly reversed) decision to eliminate the Need loot option for 24-person Raids: it feels like it is coming out of the blue at a totally random point in time.It seems to me that the developers are acknowledging that there are issues with the role actions and this is the quick band-aid fix for it. I hope they can come up with a better long term solution.
As a healer, now I can put Break on my hotbar and never use it. /s
Also, so much for reducing button bloat.
Personally, I don't care much. None of the abilities are exactly game-changing; just a few more oGCD abilities to hit every so often. I am pleased in the sense that this news verifies SE is looking at the unimaginative and iffy system for 5.0 on, but other than that... *shrugs*
One note, however: if this is simply slated to be a new normal - if role actions are going to be automatically gained, with no decision-making at all - then I am sorely disappointed. In my estimation, XIV is in dire need of more character growth options, not less.




I never got the logic behind what became a role action and what didn't.
All casters have an AoE bind ability directly built into their kit, not optional at all despite an AoE bind being of incredibly dubious usefulness.
Yet abilities that lower enmity, decrease enmity generation, and allow the instant casting of spells, are all optional role actions.
This is a stop gamp till we see how they break things in 5.0 when they rework the ability system again.
Luckly they do keep reworking it but no always for the better. Two steps forward one step backwards.
Hopefully 5.x changes really improvements are coming..
For BLM. Which I just got to 70..
to deal with Ability over run.
I personly would like to see the PVP combo move over to PVE.. to remove Button bloat.
Right now at 70 warrior has 3 main combos.
Which is 6 different buttons.
But that could be reduced down to 3.
How often are you breaking your 3 button in the combo to start it over.
The role action for stun and silence should be combined to reduce an action.
There are a bunch of things that could happen but we will need to wait and see. I think given people 5 extra action will just set back the idea of button bloat.



They will probably give some the DRK treatment and gut the skill set and go from 3 combos to just 2. They need to just implement the pvp combo system which will make it alot easier.
Yet at lvl 70, (excluding role actions) WAR only requires around 23 slots for all it's actions, compared to PLD that needs around 28, and DRK is around 25. Adding all 10 role actions can bloat bars for some players depending on the job, but there are some that barely suffer at all like WAR and WHM (this is at 21 actions).I personly would like to see the PVP combo move over to PVE.. to remove Button bloat.
Right now at 70 warrior has 3 main combos.
Which is 6 different buttons.
But that could be reduced down to 3.
How often are you breaking your 3 button in the combo to start it over.
.
Some current actions do need to be merged no doubt about it, such as RDM's Jolt II and Impact (no idea why they were seperate), or potentially BRD's Straight Shot and Refulgent Arrow, BUT going down the avenue of PvP brought in to PvE wouldn't bring much freedom to the player if they got locked in to using certain actions because it's been automatically processed. Just think if a macro did everything for you, that would be kinda boring personally.




That's good and all for 123 dps classes but what about the magic classes?I personly would like to see the PVP combo move over to PVE.. to remove Button bloat.
Right now at 70 warrior has 3 main combos.
Which is 6 different buttons.
But that could be reduced down to 3.
How often are you breaking your 3 button in the combo to start it over.
The role action for stun and silence should be combined to reduce an action.
There are a bunch of things that could happen but we will need to wait and see. I think given people 5 extra action will just set back the idea of button bloat.


Magic classes already had some changes with "element mastery", where a spell automatically replaces its weaker version. I think they could rework Fire and Ice lines for BLM to do something similar. For Red Mage we could have VerStone and VerFire replace VerAero and VerThunder when they proc, on top of Impact replacing Jolt II.


For magic classes, they indeed don't have combo (except the melee one for rdm), but they have some buttons we barely use because we sometimes just can't.
Examples :
Sumonner : Summon Bahamut and Enkidle Bahamut. Two button. You could merge those two because you can't use Enkidle if you don't have bahamut, and you only need to hit Summon bahamut once you have your 2 dreadwyrm stacks.
Pet actions on your hotbar should automatically switch when you change the pet (just like War have Fell Cleave/inner beast depending on its stance).
Rdm : Melee combo, Impact. You can only cast impact while you have the proc. You have no reason to cast Jolt II again if you have an Impact proc.
Blm : Enochian, Fire IV/Blizzard IV. Can only be used uder Enochian. Set them on Enochian once it's activated (just like in pvp).
That's not all, but these are some ideas.
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