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  1. #1
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by Liam_Harper View Post
    We really need to stop having the mentality of "x ability is boring because we press it on cooldown, remove it" or we'll have no toolkit left.

    Look at the forum posts we've had so far. Consolidate combos to 1 button. Things we press on cooldown are bad. Melee positionals are bad. Dps shouldn't have any utility because tanks/healers need stuff to do. Dps shouldn't have any self heal. Ogcd heals are bad. Gcd heals we don't use often are bad too. Remove role abilities they're boring.

    They've gutted emnity management this expansion to make it easier and we just keep going, then next thing it's:

    ...."Enix why are classes so boring now wtf?"
    Personally like the idea of combining certain things but only so much in that it means adding new things. Like sure you can collapse most combos down, but if it means pressing less interesting patterns on the keyboard with no gain then.. eh.. didn't seem like that needed to be done. But if you say make spells that clearly stack or are bound in a clear strict hierarchal order of operation relationship combine so then you can add more new interesting spells.. sounds like a good deal.

    Also depends on if a job has a lot of buttons that they have to press all of them or if they have a lot of buttons and only press some of them. Like Paladin has a few situational skills that you'll not be pressing 24/7 (you don't clemency or cover on cooldown for example).

    I guess ultimately it comes to 'feel'. Like you might be able to turn a job into 5 skills but that would probably feel really boring, to many at least. But a job with 30 buttons that could have a really cool new skill, please do combine some stuff then.

    There is also perhaps that concept that some jobs should be a bit more complex and others a bit simpler so you have different jobs for different folks.

    Like to me I don't think every melee needs a positional, there could be other cool things to do, but I certainly believe it makes an interesting mechanic that some melee should have to consider at least.

    I don't think we're disagreeing, or at least it's not obvious to me that we would, but just wanted to expand on the idea that while we could make extremely condensed versions of every job in as few buttons as possible doesn't mean we should and more that the feeling of play and as well the variety of play styles might demand that some jobs are condensed and others maybe should be less condensed.

    I know your point was more on "if on cooldown = bad" is not a good outlook, but just wanted to say sometimes condensing is good .

    Also.. I wouldn't mind if role abilities take a hike and each job gets something more in line with their own identity. You might still very well have 'provoke' on each tank but that it might have a slight flare, animation, name, and general identity I find kind of cool. There are ways to add twists to the skill without making it so one tank's variant is garbage fire compared to another during the more demanding of balance sav / ex / ultimate content.

    Sure every tank should have a CD for reducing damage but it would be nice if they're not all exactly the same lol. So to me I see role actions as being very easy to balance / set expectation.. but just seems to be the least exciting solution.

    tl;dr- I'm all for condensing skills and removing role actions so long as new exciting mechanics and spells replace the new empty space.
    (2)
    Last edited by Shougun; 11-12-2020 at 10:34 AM.

  2. #2
    Player Veis_Alveare's Avatar
    Join Date
    Apr 2019
    Posts
    678
    Character
    Veis Alve'are
    World
    Coeurl
    Main Class
    White Mage Lv 70
    Quote Originally Posted by Shougun View Post
    Sure every tank should have a CD for reducing damage but it would be nice if they're not all exactly the same lol. So to me I see role actions as being very easy to balance / set expectation.. but just seems to be the least exciting solution.
    I think they've honestly done a fair bit here.

    WAR stands out as a tank with it's above par regenerative mitigation, PLD has it's support knight fantasy (even if clemency is really not used, cover/intervention exist), DRK has TBN & Dark Mind to set it apart and GNB has a really decent mixture.

    There are nuances that make some better than others at things at a high end (PLD's lack of inbuilt sustain on it's combos makes it worse at holding a boss) but there is usually give and take where the tank with a weakness gets a strength to help counter this (PLD has situationally the best immunity, amazing flexibility in it's ranged dps phase and works as an OT who only occasionally holds the boss).

    I think if they develop these distinct flavors much more we'll wind up with two main tanks and two off tanks even more than what we see now, and then the complaints will just be "why are the main tanks so similar" and the like. Right now at least tanks as a whole still have some variety left kinda.

    Now healers.... x_x
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