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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
    Most were useless... Please post some vids of all the 2hrs being used in a grand tactic(and not just for the hell of it)... I'm not up to going down the entire list stating why most were useless for something on a 2hr cd. Most 2hrs didn't give you an ace up your sleeve because it made little difference in a bind. If anything it made a cool way to make a last stand while your party ran to safety.

    Maybe it was just the server(s) you were on because for me and the 2 I played on most of the 2hrs made little difference.
    Most also weren't used to defeat some NM or any other serious threat through some pre-planning tactic.

    MOST(not all) were and still are useless besides brief fun every 2hrs.

    edit: I'm not against a "2hr" like ability but I am against an ability thats on a 2hr cd. 1hr at most should be the highest any ability goes. It should also be worth the wait.
    It's more of a what was decent instead of what was cheap.

    About 70% of the Maat fights revolved around 2hr abilities. About 50% of the CoP relied on 2hr one point or another. Most Zigart fights were also first relied on 2hrs. Most BC's were walked in expecting to have a 2hr in your sleeves.

    It's the opposite of what wasn't cheap.

    BRD- considered cheap
    PLD -always an ace in the hole
    RDM - always an ace in a hole
    COR - next to godly if used correctly
    SMN- almost a key tactic in soloing summons or generally BCs definitely cheap
    SAM - The most youtubed
    BLM - Come on it was good before now now they have mana wall...
    SCH - manafront and chainspelling...certainly cheap
    DNC - Basically like SAM. massive damage

    WHM - After they fixed the enmity full HP for entire party all around decent and something you want in a tough fight.
    BLU - A little like ES a little like Mightly strike. It wasn't useless but then BLUs were already powerful. Useful for low acc skillls like 1000needle and useful for unlocking limits like drain kiss. Still cheap.

    The odd man outs at cheap but not so much BC:
    Ninja : death warping, but also good for baiting, or saving PTs
    Thf : To Run away is so like them
    DRG : It's life as a drg, the 2h timer needs to be there.
    RNG : decent at lower level, though it's ben tweaked a few times.
    Warrior : yea the lower end of 2hrs

    2hr is a good timer for them. It ensures no one ever attempts to rely on it, only make a risky bet on it. That's the way cheat abilities should be.

    10minutes: Coffee break
    1/2hr means a round
    1hr : Possible, but still kinda short
    2hr : Most people consider it a session. So it's the right limit instead of 24hrs.

    2hr was very strategic. They wanted to make it a "one day" or some super long time like FF14's levequests but then ran into a problem of casual vs hardcore. No one expects to wait 2hrs, but they also have it their when they go "adventuring".

    They probably considered a session of "adventuring" about 2-3hrs on average. Which still holds relatively true even today.
    (3)
    Last edited by kukurumei; 03-28-2011 at 06:02 AM.