
They could just allow us to map macros on hotbars/crossbars like we can do with actions right now so: hit 1->do HS 1 become SS macro, hit 1->do SS 1 become BB macro, hit 1 ->do BB 1 become HS macro-Personal limit breaks.
-I get pains in my hands from clicking every single 2.4 seconds and oGCD in between for several hours. I have to take breaks. Normally i dont have this issue with games. Soooo... I would like to see them combine obvious combos into one skill instead of 3. If you have a 1-2-3 combo then you will use it. Unless your just casual and dont raid and spam whats pretty.. lol. Heavy Swing, Skull Sunder, Butchers Block. They always go together.
TL;DR...combine certain actions into one. Or fix the macro system to be more useful in combat.


I wouldnt suggest that! In that case you mess up things, when you click your one-button-combo too much.
- Queen of Heal 2022 -

Dark Knight: I want FFT's Sanguine Blade/Infernal Strike attacks. Ranged Darkness (Magic) attacks that absorb HP/MP. Sole Survivor has its limited uses but a 15 second CD skill like those would be awesome and fit the whole Dark Knight lore.
I also wanna see a sword come from the ground and carve something through.
Yeah, I'm a bit morose...


My wishes:
- dont add more skills, just add skills as replacement for older skills
- no more additional stances
- personal Limit Breaks (like PvP)
- upgradeable skills (like PvP)
- higher effect on stats like parade and skill-/spellspeed
- more cross class skills, even from jobs
- remove classes, add jobs (Red Mage, Samurai, Rune Fencer, s.o.)
- Queen of Heal 2022 -


New abilities could be implemented through adding combos instead of directly adding new skills that need to be mapped; the 'new' ability being an alternate WS to an existing one that can only be used under conditional requisites.
Fast Blade > Riot Blade > Goring Blade *existing combo
Goring Blade > (new) Rage of Halone > (new) Riot Blade *new combo
In the case of the new combo, instead of RoH and Riot, two new WSs would be used.
This for me is the most logical way of implementing new Weaponskills for most Jobs come level cap increase, ie. adding the new abilities to existing one but requiring specific conditionals.
but who knows what they're thinking.. My batting average of predictions with SE for this game has been under .200
Cross-hotbars? hell, i have problems on keyboard. fingers too short to use 6, 7 and up in comfort.
i even use Q, E, R and T, shift, ctrl, alt...
They really need to think about some kind of smart-hotbars or something. Otherwise 5.0 will be like this lol.



My bad ideas for a new tank in 4.0
Remove debuffs from WAR, NIN, DK, and PLD. (heresy, i know)
Make a new support tank that uses debuffs/buffs to hold threat.
Tp attacks keep up the physical debuff/buff.
Mp attacks keep up the magic debuff/buff.



A support tank can work without removing debuffs from every other class.
^ But what kind of debuffs would that be, so it woudnt be overpowered?
INT Down, maybe STR? some magic resistance down, physical would be too OP i think?
Support tank can't have too much of those debuffs too.
I quess it would be normal job with different set of debuffs palette.
Most likely.
My guess is that a support styled tank would have to balance buffs and debuffs with enmity generation. If we're sticking with the current formula, they'd have 3 primary combos and a few oGCDs/CD's. That's 6 potential moves which can grant either enmity or a debuff of some kind, followed by CD's/oGCD's which create buffs for the team Personally, in order to not make the job too slanted in favour of offense or defense, I picture a tank like this needing to utilize stance dancing more frequently than the others, in order to maintain a balance of enmity vs effect. In order to avoid overlapping buffs with other jobs, one of their moves would likely buff the potency or effect of other party abilities for a limited time. Not my cup of tea, personally, but I could see how it would work.
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