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  1. #31
    Player papichulo123's Avatar
    Join Date
    Oct 2014
    Location
    udalh limsca
    Posts
    791
    Character
    Frederick Chronos
    World
    Lamia
    Main Class
    Goldsmith Lv 70
    both but more traits
    (0)

  2. #32
    Player Giubba's Avatar
    Join Date
    Sep 2013
    Posts
    195
    Character
    Athmas Bloedornnsyn
    World
    Lich
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Aaliyahrose View Post
    I know that the devs are talking about adding a double hot/crossbar to our current keybinds, but wouldn't adding more traits be more effective than adding more actions.

    Thoughts?
    Hmm thought choice. Adding some new shiny toys to character is always fun but on the other hand atm we already have a lot of active abilities so for simplicity sake we will see more passive traits applied to existing abilites
    (0)

  3. #33
    Player
    Canadane's Avatar
    Join Date
    Jul 2011
    Location
    Limsa Lominsa
    Posts
    7,499
    Character
    King Canadane
    World
    Hyperion
    Main Class
    Sage Lv 100
    Quote Originally Posted by Shurrikhan View Post
    Just to check, are you are are you not able to die during Walking Dead, prior to its duration end? Because if you can't, you've now lost whatever remaining duration you have on being able to hang out at 1 hp when that Sole Survivor removes Walking Dead. That can as easily be a nerf as a buff.
    Yes the idea is you would lose out on a bit of immortality time. The same thing happens when you're healed through it as it currently works.
    Sole Survivor does heal yourself for 20%, so it's not as if you're suddenly vulnerable and hanging around at 1HP.
    WAR/PLD can both heal themselves out of a HG needed situation. Right now, DRK cannot. The idea is to alleviate that.
    (0)

    http://king.canadane.com

  4. #34
    Player
    Dzian's Avatar
    Join Date
    Feb 2012
    Location
    Ul'dah
    Posts
    2,837
    Character
    Scarlett Dzian
    World
    Sargatanas
    Main Class
    Bard Lv 76
    More traits I can agree with.

    As for actions rather than see more of them. i'd simply like them to redesign the useless ones that never have any purpose. of which every job has a few.

    Sure cast for example. never used by anyone ever... what they could do is simply make it so that for the next cast moving won't interrupt the spell. straight away it becomes a hell of a lot more usefull

    revamp a lot of the useless abilities into something more usefull rather than just add even more abilities.
    (1)

  5. #35
    Player Yuni_Queen's Avatar
    Join Date
    Mar 2016
    Location
    Gridania
    Posts
    278
    Character
    Yuni Captain
    World
    Brynhildr
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by Dzian View Post
    Sure cast for example.
    Surecast? M8... surecast is OP in front of Feint...
    Really, feint is good only as a cross-class skill for BRD/MCH so they can move and shoot without dropping gauss barell... :P
    (0)

  6. #36
    Player
    Hammerhorn's Avatar
    Join Date
    Dec 2013
    Posts
    219
    Character
    Hammerhorn Oathsworn
    World
    Excalibur
    Main Class
    Gladiator Lv 90
    I dont mind getting new abilities but they all need to be instant cast ogc as far as traits heres what Id love to see on Pally
    Trait : Divine Flash now damages enemies for 75 potentcy and adds a damage over time for 24 sec with a potentcy of 25.
    Trait : Divine Rampart : while rampart is active the paladin is healed for 1200 after each mellee attack recieved.
    Trait : Divine Veil: now also gives caster a 20% ward based on caster HP
    Trait : Stone skin is now instant cast !!!
    Skill Holy beam: Instantly shoots a beam of holy light in a line that destroys everything in its path with a potecy of 500 , cast time instant cost 2000 mp recast 30sec
    Ive been Paladin main since launch wish list.
    (0)

  7. #37
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,868
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Jonnycbad View Post
    No way we're going to not get new actions. You realize it takes 8 seconds to implement a trait, but takes more development time to animate a new ability? I'm not paying $30 for an expansion where we get traits.
    Fair enough on getting your money's worth, but...

    to be honest, I have to wonder sometimes if the art is really the *difficult* or time-taking part to them. This is the team that at first decided to redo all primal one-handed CNJ/THM weapon designs rather than figure out a solution to glamouring a 2h skin onto a 1h weapon or vice versa... If anything, their programming teams seem to lag behind their art teams. I'm not saying the art-inclusive efforts wouldn't cost more. But I doubt they'd be the part to hold design outputs back.
    (1)

  8. #38
    Player
    Tracewood's Avatar
    Join Date
    Nov 2013
    Location
    Bast-- Ul'Dah.
    Posts
    556
    Character
    Eugene Tracewood
    World
    Midgardsormr
    Main Class
    Monk Lv 92
    More traits for sure. They could add more actions, but perhaps it might be easier to have new actions that replace current ones so it doesn't hinder rotations and create more bloat.

    Speaking from MNK perspective, like Bootshine II (or call it something else) that has a significantly higher potency. Of course they could just make a trait that enhances a weapon-skill, but a replacement would be just more efficient. MNK could use a raptor form AoE weapon-skill though.

    Oh, Enhanced Greased Lightning III... yum.
    (0)

  9. #39
    Player
    Marxam's Avatar
    Join Date
    Aug 2013
    Posts
    2,284
    Character
    Blackiron Tarkus
    World
    Leviathan
    Main Class
    Marauder Lv 90
    Quote Originally Posted by ardrej View Post
    I say 3 traits 2 actions (at 65 and at 70) would be the way to go
    I had the reverse in mind. 3 actions, 2 traits.

    Example:

    Warrior:
    62 - Quelling Beast: Cleanse one detrimental effect. Recast: 90 seconds.
    64 - Enhanced Storm's Path: Increase duration to 30 seconds.
    66 - Rampage effect is in the url. Duration 30 seconds. Recast 180.
    68 - Enhanced Beast: Increase Abandon and Wrath stacks to 10
    70 - Ripper Blast: Under Deliverance stance, draw in enemies and deal damage in an AoE around you. Potency 230. Under Defiance stance, deal damage in an AoE around you and is unaffected by Defiance's damage penalty. Potency 200. Effect: stun. Duration: 3 seconds. Both require 5 stacks respectively.
    However, they just as easily change how skill sand actions work without having to have a dedicated trait. But regardless I do feel a skill bloat and they need to consider that with the new expansion.
    (0)

  10. #40
    Player
    Gumbercules's Avatar
    Join Date
    Apr 2012
    Posts
    552
    Character
    Gumbercules Thesecond
    World
    Hyperion
    Main Class
    Miner Lv 80
    was looking over ff 11 wiki and at ws and notice they all have that modifier bit where its str 60% mind 30% etc. They could prolly do something like that and rework the point allocation system, since its quite frankly useless atm. Could make it to were the "spread" of the points within this would affect the damage/effect/etc of skills and actions. For example rage of halone has emnity damage and the str debuff, so within said skill you could say its 100% str = damage 100% vit = emnity and 100% MND = debuff duration. Now within this system the points allocated are a % buff, something light like every 10 points is 1%-1.5% of your total base stat so full points at lets say 60 which is 35 points would be something along 3%-4.5% Something to make it icing on the cake mor than anything.

    Going back to my example then you could be like "well imma just toss it all to str! its more damage = more emnity etc etc" and would be true-ish...but like I said all actions and skills, so then you have stuff thats a bit more like clemency, its modifiers could be like potency 100% mind mp/cost 100% vit (bear with me im half ass-ing this :P) and for that one lets say thats all there is, so then you have to consider that with your point allocations (usually have them follow an overall "theme" ie balanced points means "balanced" job str equals more damage but less def and "heal" etc) Then rampart could be 100% vit for damage reduction 100% mind for reduced recast etc etc.

    Now i keep tossing 100% alot so that might sound weird but namely all skils as they are would be lets say 1x and the "mods" at best (ie 100%) would be lets say 1.5x. Just subtle but noticeable changes within the same system but with tangible playstyle implications hell by this example the str stack seems to look less promising than reduced cds or enhanced effects :P

    Guess now im just wondering how the 60-70 pathing would then be sans other means besides this (that it already has apoints up to 35 in said system to begin with) would funciton >.> and I admit thats where im stumped (well stumped everywhere this is still very vague in the grand scale of things :P) but maybe something like 1 more point for lvls 61-63 then 3 points 64-67 and 4 points for last 3...or something....

    /endrant
    (0)
    Last edited by Gumbercules; 06-06-2016 at 02:47 PM.

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