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  1. #1
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,863
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    • Rampart (replace with more control and frequency on job-specific mitigation actions)
    • Arm's Length and Surecast (use your actual movement tools, instead of just hitting a "Pass on doing mechanics" button)
    • True North (replace with F&C/WT being usable in either order, a passive with charges spent to guarantee positionals infrequently on Monk, etc.)
    • Lucid Dreaming (replace the consequent 38ish% of MP per minute with just additional passive tick amounts)
    • Tank Stances (replace with default increased tank Enmity, with further positional control and bonuses via who Provoked most recently)
    • Shirk (it's almost purely bloat even now)
    • Interject and Low Blow being separate keys. Consolidate into one skill that does both functions, and give it 2 charges, ~20s recast. And give us more to interrupt or stun on bosses.
    • and maybe Reprisal (likewise replace with more control and frequency on job-specific mitigation actions)
    • Undraw (who even has it bound as is?)

    More importantly, though, just let us actually macro things properly and without losing the ability to queue actions.
    If we're not going to make competitive uses for combo keys out of order, give an option to make using a combo's keys out of order impossible (can set to only allow you to continue, only swap combos or continue the one you're already on, or can only reset, swap, or continue) so that those who enjoy their extra finger-dancing aren't at a disadvantage vs. those who'd rather spend just 1 button per decision ("do single-target combo"), instead of up to 7 buttons on that single decision.

    Such would allow for pretty huge savings, and in a fully customizable way.
    (2)

  2. #2
    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 Shurrikhan View Post
    • Rampart (replace with more control and frequency on job-specific mitigation actions)
    • Arm's Length and Surecast (use your actual movement tools, instead of just hitting a "Pass on doing mechanics" button)
    • True North (replace with F&C/WT being usable in either order, a passive with charges spent to guarantee positionals infrequently on Monk, etc.)
    • Lucid Dreaming (replace the consequent 38ish% of MP per minute with just additional passive tick amounts)
    • Tank Stances (replace with default increased tank Enmity, with further positional control and bonuses via who Provoked most recently)
    • Shirk (it's almost purely bloat even now)
    • Interject and Low Blow being separate keys. Consolidate into one skill that does both functions, and give it 2 charges, ~20s recast. And give us more to interrupt or stun on bosses.
    • and maybe Reprisal (likewise replace with more control and frequency on job-specific mitigation actions)
    • Undraw (who even has it bound as is?)

    More importantly, though, just let us actually macro things properly and without losing the ability to queue actions.
    If we're not going to make competitive uses for combo keys out of order, give an option to make using a combo's keys out of order impossible (can set to only allow you to continue, only swap combos or continue the one you're already on, or can only reset, swap, or continue) so that those who enjoy their extra finger-dancing aren't at a disadvantage vs. those who'd rather spend just 1 button per decision ("do single-target combo"), instead of up to 7 buttons on that single decision.

    Such would allow for pretty huge savings, and in a fully customizable way.
    I think Physick on SMN should be added to the list of useless skills :3

    I feel cool hitting "pass" on movement skills, since you see most people just go flying and you're like 'nah man, I'm good thanks for the suggestion though'. Yet... I have seen a few mechanics where pressing 'pass' actually causes you more problems because you are supposed to be moved lol. I can see that being quite problematic for both the player and the designer of content.

    Not quite the topic of the thread, but strongly imo, I would like to see all role skills become personalized to the job that is using them. Dark Knight losing Shadowskin for Rampart, Reprisal, Low Blow, Paladin having both Shield Bash and Low Blow? Etc.. Return Leeches to SCH, leave Esuna to White Mage, etc. Adding variation (even if minor) where possible. Maybe Leeches for example has a short Warden Paeon effect (where if it doesn't remove something it'll wait a few seconds before officially saying it did nothing), or heals a bit if it removes a debuff.

    Back when we had 'options' and it was still a bit of an obvious vestige of the FF tactics / FFXI space we came from, it was fine, but at this point I feel that role skills are there just to damage the individuality and theme of each job. Yes all healers will need a debuff removing skill, but it does't need to have the same name or do EXACTLY the same thing (even if some skills, like esuna, will need a stronger similarity than others- like sleep on the magic jobs could have much better variation). At this point it just seems like a way for them to cut costs, and 'feels' like it too- dollar saver skills, get em while they're cheap (sort of vibe). So I would like to see role actions just go entirely, and the jobs unlock those skills with unique characteristics to themselves (even if some skills are going to be more obvious like an Esuna).
    (1)
    Last edited by Shougun; 12-15-2023 at 02:08 AM.

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