Definitely meant to infer that. For example the warrior pacification that forced warriors to either do nothing or pray on their healers to remove it, which turned into warriors just binding that skill to a macro that begged to be esuna'd on a countdown... That was kind of bleh. While this isn't always a good idea, I think many of these moments could be be examples of "think of the opposite" can sometimes be a fun way to solve a pain point.
For example, Dragoon's jumps have slowly become more and more like a regular spell, nothing interesting / special except the animation. Rather than do that, imo, they might have considered something like wind bristled scales passive which gives them an x% hp on use- in addition all, if not just most, jumps gain the ability to press the ability again to 'jump back' (able to choose to jump to a target, and leap back to casting position- optionally). Making Dragoons hyper mobile on abilities, which would be unique compared to other jobs which have different methods of mobility (or expression in general). The leap back itself could also trigger a small hp %, adding a further, minor, level of depth.
So instead of a skill that is normally making you floor tank, you might, like FF Tactics, jump to dodge damage (or in this case at least alleviate it). Honestly I might even suggest a jump that does literally dodge damage (like the PvP limit break skill dragoon has, where they leap into the air, can control where they land and can trigger the land, which, I just want to point out was a skill I had previously mentioned would be cool on dragoon... prior to it being in pvp... >.<;;... lol). I would say in general PvP does a bit of a better job representing jobs in a way I find interesting (though of course in PvE you should have a larger kit then 8 skills, if we are 'translating' PvP skills into PvE).
Taking that theory back into Warrior's pacification, rather than losing the ability to control your character.. @_@.. you might gain 'clouded rage' on enrage use, which simply holds the BUFF for that skill; however, if a healer removed clouded rage with esuna it becomes galvanized rage, which is slightly better AND will 'auto' esuna the next three debuffs. Perhaps later in Warrior's progression one of their target heal skills can be used on themselves for that benefit (or used on another at the cost of slight dps / utility to self). So now you have a bit of fun interplay, which isn't end of the world if healers didn't use and also doesn't totally feel like hot garbage as the player. Blue Mage self stun is also terrible and should absolutely be adjusted, still. Massively strong opinion on that, one I don't think anyone can convince me otherwise of. DO NOT SELF STUN in a multiplayer, single unit, controlled game. Full stop.



Reply With Quote
.


