both but more traits
both but more traits
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
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.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.
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.
http://king.canadane.com
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.
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.
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.
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.
I had the reverse in mind. 3 actions, 2 traits.
Example:
Warrior:
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.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.
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
Last edited by Gumbercules; 06-06-2016 at 02:47 PM.
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