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  1. #11
    Player
    Vesper's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    440
    Character
    Narshala Beaumont
    World
    Balmung
    Main Class
    Botanist Lv 50
    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.
    (0)
    Last edited by Vesper; 03-27-2011 at 07:18 AM.

  2. #12
    Player

    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    761
    Quote Originally Posted by Xeno View Post
    Being invincible for 30 seconds wasn't useful? Doing 5 minutes worth of attacks in 30 seconds wasn't useful? Completely healing your entire party wasn't useful?
    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.
    (0)
    Last edited by Akumu; 03-27-2011 at 07:29 AM.
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  3. #13
    Player
    Griss's Avatar
    Join Date
    Mar 2011
    Location
    The Void
    Posts
    1,806
    Character
    Griss Stilgar
    World
    Sargatanas
    Main Class
    Machinist Lv 100
    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.
    (0)

  4. #14
    Player
    Join Date
    Mar 2011
    Posts
    3,208
    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.
    (0)

  5. #15
    Player

    Join Date
    Mar 2011
    Location
    Ul'dah - Wutai
    Posts
    518
    Quote Originally Posted by Akumu View Post
    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.
    2hr abilities weren't for lolrape moments every 15 minutes. They're meant to save your ass in a tight spot.
    (3)

  6. #16
    Player

    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    761
    Quote Originally Posted by Xeno View Post
    2hr abilities weren't for lolrape moments every 15 minutes. They're meant to save your ass in a tight spot.
    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.
    (0)
    Last edited by Akumu; 03-27-2011 at 07:49 AM.
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  7. #17
    Player
    Neptune's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,062
    Character
    Neptune Deepsea
    World
    Balmung
    Main Class
    Thaumaturge Lv 80
    yes, but 2hr timer is stupid. 20 mins at the most
    (0)

  8. #18
    Player
    Nephera's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    980
    Character
    Nephera Habasi
    World
    Hyperion
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Xeno View Post
    2hr abilities weren't for lolrape moments every 15 minutes. They're meant to save your ass in a tight spot.
    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.
    (0)

  9. #19
    Player
    Rockne's Avatar
    Join Date
    Mar 2011
    Location
    Uld.
    Posts
    145
    Character
    Hooks Dopple
    World
    Gilgamesh
    Main Class
    Thaumaturge Lv 21
    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.
    (1)
    Master of Catalyst, Hooks Dopple of Gilgamesh

    TONKA TRUCK LEGO BLOCKS.

  10. #20
    Player

    Join Date
    Mar 2011
    Location
    Ul'dah - Wutai
    Posts
    518
    Quote Originally Posted by Akumu View Post
    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.
    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.
    (2)

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