




Really? Skill bloat? No. Just no. 99% of the skills are useful, so that's not needless bloat.


Mmmgh. Fine, I'm awake. What is it.
... Oh, is that all?
*yawn* I'm going back to bed.



Looks like someone hasn't had as much experience with the general population. A small...read SMALL...minority use this effectivley, and generally, as a tank, its not an issue on DPS ripping threat initially, though it is always appreciated. You wanna know why? Just do a random PF with the majority that still haven't/can't clear ravana and you will readily see people that it would make no difference if they did or not (if you don't get the insinuation...they are bad).
Skill bloat is having TOO many skills that are largely redundant and not fun. Yes, skills can be useful, but when you have multiple cds that just do a hit on a 15-90 sec cd, have a different flavor of "Do Bonus Damage" or are just not pressed (see feint, haymaker, arrow volley/quick nock, blood for blood/raging strikes, Sidewinder and every other ability that 60+ sec that just does damage for examples). When every class needs 3 or more action bars bound just to play their class effectively, that is too many binds. Yes, some can utilize them, but in a game designed for consoles, tackling this w/o a keyboard is a nightmare for some players and the classes they choose.
I don't expect everyone to agree with every point, just as I am sure others have differing expectations. I, for one, am tired of lazy game development that is crippled by fear and shareholders. The way games became successful is they either filled, or created a niche to thrive in. You are never going to please everyone, that is reality, but that does not excuse lazy design decisions.
Last edited by Aegrus; 08-21-2015 at 12:22 AM.
Apparently you have not played many mmos. Just because there are a ton of skills, doesn't mean they are used all the time. Last I checked, most classes have 35-45ish binds for skills (some are lucky and can just not bind skills).
In ffxi, you used a few skills, you knew before the fight, that you macros to use with other abilities. Also, the game play was almost snail-like in pace compared to modern mmos. Comparing TWO mmo's, is not comparing many. You are listing 2 mmos that are nearly 15 years old.
Guildwars2 reduced skill bloat by a TON, you have to pick and choose skills, WoW has revamped and reduced it by a ton, Aion had a combo system that allowed for one button to allow for multiple chained skills to allow room for situational binds, Wildstar had an ability cap, Ragnarok Online 2 had maybe 2 action bars of stuff....
Please contribute something meaningful that anecdotal evidence, and fyi, ffxi was the KING of skill bloat. You did not use every skill, you used a small handful.
So I ask you, have you played anyother mmos other than GW and FFXI?
Who, or what are you talking about and to whom? I am genuinely curious as I am incapable of reading minds.
***Sidenote.... The community on this forum is incredibly rude with their "quote". If you just remove the original content and replace it with "snip, stuff, etc..." you just prove how little you read of the original content that you can't actually pick a quote and instead insert some demeaning comment that proves you are just waiting for your turn to speak, not actually engaging in a conversation.
Quotes allow others to follow your line of logic, reasoning, or just to further enforce the point you are addressing or making.
Last edited by Aegrus; 08-21-2015 at 01:09 AM.



Most MMOs nowadays avoid ability bloat. Most games that has released now have had a small arsenal of skills because having too many starts to get tedious. WoW even cut down on some of their skills compared to how it was before because people didn't like the fact that there was so many skills. As the post before me has said all those games cut down on skills because lets be honest a majority of people don't like having that many skills.



The jobs in XI that had a zillion skills were still boiled down to 4 or 5 abilities. For the million songs BRDs had, for example, the only ones that mattered ended up being March, Ballad, Madrigal once in a blue moon and Carnage Elegy when the planets aligned. Anyone focused on nuking pretty much uses their strongest element (Thunder or Blizzard, depending on how you merited).
This was brought up back in beta, and the developers were pretty much saying "yeah, it's better if you don't know the percentages based off of value". On some level I think they don't want theorycrafters to accurately derive stuff (the way WoW theorycrafters could tell you how much defense rating you needed as a tank to become uncritable) to retain some semblance of control over the game. Hiding the effects of stats also makes subtle changes and nerfs to things much less noticeable.
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Agreed. I wasn't expecting them to add 5 abilities over the HW job questlines. I figured we'd get two, one at 55 and then one at 60 with a bunch of story stuff in between.
Problem is that resolving this involves changing most classes and also their place in the storyline. Entry into your chosen city state does push you towards the local guilds. It would take a WoW Cataclysm-style revamp of Eorzea to pull this off (the gladiator's guild could be absorbed by the Sultansworn as a training academy for prospective members, for example).Job distinction. The class system was a nice throwback to 1.0, but now its just a meaningless restriction to new players. Wanna make a physical DPS? You HAVE to level lancer to 34. Caster DPS? LEVEL A RANGER/BARD. At least tanks only have to level other tanks and/or just monk to level 12 and be done. What does this yield? 3-5 mandatory abilities to play your class well. Invigorate, Swiftcast, Protect, Quelling Strikes(lol like people use this), Blood for Blood for a minor dps CD, Raging Strikes... It's not a choice when you are only given at most 5 skills that are possibly useful (warriors actual have to choose from 6 but that's pretty minor ultimatley).
I'd probably focus on the fact that raid clears were hinging on DPS from non-DPS jobs to skip on the time it would normally take to gear DPS jobs to meet those DPS checks. That's why some have convinced themselves all tanks should drop their tanking stance and use DPS accessories instead of playing like tanks.DPS. I have to point it out, if you are going to tune savage fights to the point that you need to be performing the best you can, you have to have a way to know you are doing good damage, and you cannot do this without a third party program. Otherwise the bard, warrior, or paladin that is only performing at 40% of their damage potential just makes the group feel like they are under performing without knowing what exactly is wrong. All this does is make those that are pulling their weight get disheartened since OBVIOUSLY there is something that they as a dragoon, monk, and/or blackmage are doing wrong, since the bard is hitting the right songs.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
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