No thanks. They can make classes/jobs more unique by adding in new abilities without forcing them over on a 2hr cooldown. Would rather them spend resources and time on things we will use alot than rarely.
No thanks. They can make classes/jobs more unique by adding in new abilities without forcing them over on a 2hr cooldown. Would rather them spend resources and time on things we will use alot than rarely.
Last edited by Vesper; 03-27-2011 at 07:18 AM.
They all were underpowered for a 2hr cd. PLD, WHM, MNK had the best 2hr in the game. However for an ability that took 2hrs just to use again they were still underpowered. Hell give them an hr cd at most but the rest lacked a lot.
BLU, RDM, DRG, DRK, BST, RNG, NIN, SCH, DNC, and PUP may not have been completely useless(with certain ones effectiveness ranging) but not very amazing for something you had to wait 2hrs for.
I have rarely seen people use those jobs abilities to some grand degree. Most of the time they were used just for fun.
Even whm ability was a cool 2hr but still you had to wait 2hrs before you could use again? The 2hr abilities at most barely gave you a boost to survive so why have them on a 2hr cd for such minimal results. The mnk some could say had the best ability overall but it still wasn't a 2hr cd worth special.
Last edited by Akumu; 03-27-2011 at 07:29 AM.
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Class "Uniqueness" can easily be achieved via locking down the skill sets a bit. While the 2hr abilities from xi were a interesting mechanic, its one of the things that i definitely do not want to see replicated here.
My reply
no
With agreeing they were to situational, and in some cases worthless.
Like 100 fists for monk was 100 misses. The war 2 hr was miss central. Only few 2 hours that were worth it were
ninja for quick teleporting or death w/o loss of exp and no weakness
summoner as it allowed the iconic abilities of the summons
theif since it well >.> unless poisoned you don't die.
paladin cuz well its invisible.
sam. since it let you self sc and let you ws really well.
and rdm only if you /drk since u can stun fast.
rest were kinda pointless or your base acc tanked.
I also didn't like the 2 hour timer for a 20 sec ability. Kinda unbalanced.
2hr abilities weren't for lolrape moments every 15 minutes. They're meant to save your ass in a tight spot.They all were underpowered for a 2hr cd. PLD, WHM, MNK had the best 2hr in the game. However for an ability that took 2hrs just to use again they were still underpowered. Hell give them an hr cd at most but the rest lacked a lot.
BLU, RDM, DRG, DRK, BST, RNG, NIN, SCH, DNC, and PUP may not have been completely useless(with certain ones effectiveness ranging) but not very amazing for something you had to wait 2hrs for.
I have rarely seen people use those jobs abilities to some grand degree. Most of the time they were used just for fun.
Even whm ability was a cool 2hr but still you had to wait 2hrs before you could use again? The 2hr abilities at most barely gave you a boost to survive so why have them on a 2hr cd for such minimal results. The mnk some could say had the best ability overall but it still wasn't a 2hr cd worth special.
A tight spot that rarely happened and even then few were useful if you're party linked mobs they couldn't handle. Which most of the time that was the case if you were in a bind.
Something that takes as long as 2hrs to do needs to at least be worth waiting 2hrs for.
RDM however were great if he/she survived to raise the parties failed "2hr now!" shouts. Rarely did a party 2hr and everything worked perfect unless you had SAMs, PLD, and MAYBE MNK(if mnk had good acc).
WHM gave you that extra boost to live while running unless the mobs were already low on hp.
Last edited by Akumu; 03-27-2011 at 07:49 AM.
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yes, but 2hr timer is stupid. 20 mins at the most
there's a lot of games that have "oh crap" buttons that are on 5-10-15-30m timers. They dont even have to be as powerful as a 2 hour ability to fill that role as a skill.
edit: and for game balance purposes they obviously shouldn't be as powerful as a 2 hour ability, looking as cool wont hurt though.
As a THM, the whole "Life and Death" thing, I would love to be able to dig up a massive flaming skull from the ground and hurl it into a NM every 2 hours.
What would be better is that if it has a set "1/100" chance of critical hitting, and instead of a massive flaming skull, a friggen skeletal wrym on fire would ride up and rain down destruction, doing double the damage as the flaming skull and at a larger range. It would also give everyone in the party a jetpack that allows them to defy gravity for 3 minutes.
Bitches love jetpacks.
Master of Catalyst, Hooks Dopple of Gilgamesh
TONKA TRUCK LEGO BLOCKS.
What I'm trying to say is, give us 2 hours like the ones I mentioned earlier that are worth waiting 2 hours for. I don't want to have an "Oh crap" button available every 5 fights.A tight spot that rarely happened and even then few were useful if you're party linked mobs they couldn't handle. Which most of the time that was the case if you were in a bind.
Something that takes as long as 2hrs to do needs to at least be worth waiting 2hrs for.
RDM however were great if he/she survived to raise the parties failed "2hr now!" shouts. Rarely did a party 2hr and everything worked perfect unless you had SAMs, PLD, and MAYBE MNK(if mnk had good acc).
WHM gave you that extra boost to live while running unless the mobs were already low on hp.
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