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  1. #10
    Player
    kukurumei's Avatar
    Join Date
    Mar 2011
    Posts
    1,160
    Character
    Mei Mei
    World
    Ultros
    Main Class
    Leatherworker Lv 50
    Quote Originally Posted by Akumu View Post
    No. 2hr abilities(most) were for the most part useless. All were extremely underpowered for an ability that is on a 2hr cooldown. To actually have an ability thats on a 2hr cooldown and be worth it most would then say "Its too overpowered!"

    I would prefer each job(when they are added) getting a 30min cd ability that is actually useful.

    edit: They also lasted about 20 seconds? 30 at most for some jobs. It was a horrible way to implement an ability overall. In the end they just were used for brief fun every 2hrs.
    LOL at anyone attempting to say 2hr abilities are useless. Some are too disgustingly powerful in a way.

    The whole reason for 2hr was the intent of the ace in the sleeve. Once you use it, it was gone, no coffee break was going to make it reappear.

    Some BC battles tactics 100% relied on 2hr abilities. It really was the ace in a hole. That's why it's 2hrs!

    If a 2hr ability was a 10 minute ability or a 1/2hr ability, then they wouldn't be very useful or they would have to make every fight more stronger, if they have to account for cheat abilities like that.

    Well it's a design plan. I rather have it then not, it gives people a chance to turn hopeless situation into a winning situation.

    I don't mind samurais busting out massive back to back damage, I don't mind redmages that can cast sleepga over and over to save their rears. I don't mind summoners doing 3 astro flows. Because it's 2hrs. If it works, congratulations, if it fails, too bad, no retries.

    Battle script scenario writers don't need to take into account those abilities. It's kind of like "we want to make it challenging, but we'll throw a bone to anyone who's frustrated".
    (2)
    Last edited by kukurumei; 03-27-2011 at 05:36 PM.