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  1. #171
    Player
    Anonymoose's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    5,050
    Character
    Anony Moose
    World
    Excalibur
    Main Class
    Arcanist Lv 100
    For a group of people who complain nonstop that Rift is a WoWClone, you sure seem to want to make FFXIV an FFXIclone even though they're very different games - and I happen to like them that way.

    Yes, 2 Hour Abilities added identity to each job - but that was a long time ago and, Vana'diel separation anxiety aside, we have a new game now.
    (2)
    "I shall refrain from making any further wild claims until such time as I have evidence."
    – Y'shtola

  2. #172
    Player
    derekx's Avatar
    Join Date
    Mar 2011
    Posts
    59
    Character
    Yash Azal
    World
    Excalibur
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Sorel View Post
    Just a question, but why does time have to be the only limiting factor for these class-specific abilities?? Why not do away with "2HR", "1HR", "30MIN", and instead use something else.
    • Disciples Of War - can use class exclusive abilities when HP is at 100%.
    • Disciples Of Magic - can use class exclusive abilities when MP is at 100%.

    This adds the capability to recharge the abilities at Aetheryte Camps (but not in the middle of levequests), and actually requires some forethought, strategy, skill, and teamwork to successfully have the abilities available in the midst of combat.

    Dungeons would be so distant from Aetheryte Camps that it would be a small timesink to run to the nearest Aetheryte, recharge, then run through a dungeon again. You could use Anima to reduce that timesink though, if your were inclined to do so. But at a certain point you would run out.

    Just thinking outside the box.
    I see what you mean, but those kind of conditions would prohibit using your abilities when you really needed them. When things are going south and you need a powerful ability odds are HP and MP have fallen well below 100%.
    (0)

  3. #173
    Player
    Synthesis's Avatar
    Join Date
    Mar 2011
    Posts
    642
    Character
    Green Green
    World
    Ragnarok
    Main Class
    Archer Lv 20
    Yes, Please.
    (3)

  4. #174
    Player
    Zkieve's Avatar
    Join Date
    Mar 2011
    Posts
    731
    Character
    Skieve Shadowfang
    World
    Spriggan
    Main Class
    Miner Lv 80
    im in favor to anything that gives more uniqueness to the current classes.
    Overpowered or not , 2h recast or not.As long as its a class move that you can be identified with , ill approve.
    "new 2h ability introduced, all classes become invincible for a short time, recast 2h "
    /wrist

    ^^
    (1)

  5. #175
    Player
    Vesper's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    440
    Character
    Narshala Beaumont
    World
    Balmung
    Main Class
    Botanist Lv 50
    2 hour abilities no thanks. Maybe give each class special abilities after EACH job quest, something you are taught by the guild. This ability would be a 30 min recast, no 2hr, 2hr is just to much.
    (2)

  6. #176
    Player
    Tezz_Xivectro's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    594
    Character
    Tezz Xivectro
    World
    Hyperion
    Main Class
    Gladiator Lv 50
    Depending on the future circumstances and gameplay, i would say 30min - 1hr abilities would be fine. Especially for open-world & such.

    However SE said they would have us use the ability once per dungeon. So why not make dungeon-specific abilities that reset after each run, or just simply reset the timer when starting anew.
    -
    (0)

  7. #177
    Player
    Boricua's Avatar
    Join Date
    Apr 2011
    Location
    Gridania
    Posts
    63
    Character
    Bori Dactyl
    World
    Excalibur
    Main Class
    Conjurer Lv 50
    Recasts need to be long enough so that you can't just raise up, wait it out then go at it again and use the special ability once more. Thats why 2 hours is perfect for the future of the game, it would be an amazing addition to bolster class uniqueness and strategy alike.
    (3)
    Last edited by Boricua; 04-13-2011 at 03:14 AM.


    Maat's Cap est. 2009
    RIP: Kenkonken|Amano|Aegis

  8. #178
    Player

    Join Date
    Mar 2011
    Posts
    71
    I liked the 2 hour abilities. Some of them were kind of, erm, duds a little bit, but some of them were incredibly good. The long cooldown really gave some weight to them, and the power of them really made using them feel like an event in and of itself in the right situation.

    Like when a white mage was out of mp, the mob was at a sliver of health, as was the whole party, and was mid cast on a tier 3 -ga spell. Using benediction at that time was just an awesome way for the game to play out.

    Or a skilled red mage using chainspell, and dominating the battle for 30 seconds in pretty much any situation. If that was any less than a 2 hour cooldown, it would have taken away from the intense feel of that ability, not to mention it would have been brokenly overpowered on a 5 or 10 min timer.

    And the ever potent paladin two hour, invincible. It was a great compliment to the more severe death penalty in FFXI. Nobody wanted to die. And not like in FFXIV where it's like, oh well. People really did not want to die a bunch because it cost them a bunch of time sp'ing. So when things looked really bleak, suddenly the paladin turns invincible and pulls a massive amount of hate, and that lets the party either flee a hopeless situation or regain their composure and regroup. It was just awesome in the right situation.

    Not to mention the offensive ones like hundred fists, astral flow, or that warrior one that made every hit automatically critical. You can just feel the impact things like that have as you watch them shred off a significant chunk of the mobs hp.

    I miss a lot of the details that FFXI had, and some of the atmosphere and 'feel' of the game that this game has yet to really develop. But I do think it has more than enough potential laid out to get there, and things like a 2 hour feature really do help give each class their own distinct feel, and many of them really made you identify your character as a strong adventurer, not some peon soldier who specializes in running fetch quests for npcs. Sometimes you need a trump card to really establish that identity.

    When you get too used to seeing abilities they become routine and less impressive, but when each class has a seldom used, prohibitively high cost ability, it's like a trump card or secret weapon. It was just nice to have that layer in the game. Plus, knowing that NM's often shared those abilities, the power of which you were well acquainted with, added a certain intimidation factor that the tough mobs need to have to keep you engaged in the battle. It's just not the same if it's just some generic mob move that players don't have at their disposal, but when you develop an appreciation of it through the use of it, suddenly that hundred fists, astral flow, or chainspell move seems a lot deadlier when the NM unleashes it.

    At least that's my take on it... There is room for other mechanics to replace the whole 2 hour system, and I'm open to trying new things... But I just hope they don't leave the void unfilled, because those abilities definitely had a substantial impact on the general feel of FFXI, and it was a good thing.
    (4)

  9. #179
    Player
    Boricua's Avatar
    Join Date
    Apr 2011
    Location
    Gridania
    Posts
    63
    Character
    Bori Dactyl
    World
    Excalibur
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by SnowTiger View Post
    Plus, knowing that NM's often shared those abilities, the power of which you were well acquainted with, added a certain intimidation factor that the tough mobs need to have to keep you engaged in the battle. It's just not the same if it's just some generic mob move that players don't have at their disposal, but when you develop an appreciation of it through the use of it, suddenly that hundred fists, astral flow, or chainspell move seems a lot deadlier when the NM unleashes it.
    I completely forgot about that for some reason, mobs sharing 2hr abilities on key fights did intensify battle quite alot, (i.e. Maat Fights). Just another reason why their place in combat was so pivotal especially in "zerg" fights.
    (1)


    Maat's Cap est. 2009
    RIP: Kenkonken|Amano|Aegis

  10. #180
    Player
    Jinko's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    5,656
    Character
    Jinko Jinko
    World
    Moogle
    Main Class
    Arcanist Lv 80
    I really couldn't care less to be honest, so I would have to say No, I would sooner they balanced the classes properly instead of trying to blindside us by giving us an OMG so powerful move.
    (0)

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