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Thread: 4.0 abilities

  1. #21
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Kit-Kat View Post
    I don't have a problem with hotbars at all, my concern is about class gameplay changing on every expansion. Maybe they should go back to their 1 job skill every 5 levels and add traits inbetween.
    If classes don't change at all, it'll literally feel like you're playing the same game all over, except it's with the expansion that you paid for (something that 3.0 fell into in some degree). Class changes is fine provided it makes sense and adds layer off depth to what's already there, or making it better.
    (2)
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  2. #22
    Player
    Warlyx's Avatar
    Join Date
    May 2011
    Posts
    3,065
    Character
    Warlyx Arada
    World
    Moogle
    Main Class
    White Mage Lv 90
    i would love more customization instead of new skills.....dont need anything new outside some new song (physical dmg done :3 )
    (0)

  3. #23
    Player
    EdwinLi's Avatar
    Join Date
    Aug 2013
    Posts
    4,882
    Character
    Chloe Li
    World
    Balmung
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Kit-Kat View Post
    I don't have a problem with hotbars at all, my concern is about class gameplay changing on every expansion. Maybe they should go back to their 1 job skill every 5 levels and add traits inbetween.
    I think it is time for them to start adding some flare back into already existing skills by introducing Traits that upgrade old skills.

    For example, Tank Jobs could get a trait that adds a new additional effect for being in Tank stance such as Paladin gets Oath of Light each time they get hit which increase their shance to block with their shield and incrase reduce damage from their shield block.

    Warriors's Tank Stance passive can get a additonal effect that each time they spend their Tank buff stack they will be given a new buff called "Inner Rage" which cause them to gain a small % of HP back from each hit they take.


    For DPS

    Dragoons can get a passive that adds special debuff or buff effect to their 1,2,3 skills scuh as each time they use their 123 skill they build up a special buff called "Dragon's Spirit" which increase their crit chance or ignore a certain amount of enemy's armor up to 5 stacks.

    Ninja can get a passive that gives them a new effect for their 123 skill when they are in their poison stances being that each time they hit a enemy with 123 skills they build up a special DoT called "Blade Poison" with it becoming stronger the higher the stack number up to a stack of 5.
    (5)
    Last edited by EdwinLi; 06-16-2016 at 12:06 AM.

  4. #24
    Player ErikMynhier's Avatar
    Join Date
    Aug 2013
    Location
    Arizona
    Posts
    1,507
    Character
    Erik Mynhier
    World
    Balmung
    Main Class
    Paladin Lv 90
    I would be happy to have a combo option added. It would allow you to set parts of a combo into a single button on the bar. It would differ from Macros as it would fire the skills as they are ready as opposed to macros that can only be programmed with 1 second intervals, making skill/spell speed suddenly worthless and no one wants that. So I can't use macros or I become much slower. And option to combo skills differently that takes speed into account to save buttons would be great.
    (1)

  5. #25
    Player
    Bracken's Avatar
    Join Date
    Feb 2013
    Location
    Gridania
    Posts
    333
    Character
    Thamuz Sect
    World
    Zodiark
    Main Class
    Summoner Lv 90
    they'll probably add in a trade in for older skills, like level 62 quest would be to enhance your level 1 generic attack, which in turn at level 70 would all build up to a mega attack
    (0)

  6. #26
    Player
    MiniPrinny's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    448
    Character
    Sakura Yukimoto
    World
    Balmung
    Main Class
    Dark Knight Lv 80
    The question of 4.0 abilities is an interesting query. Currently, even my Disciples of the Land (ignoring Fisherman) have mostly full hotbars (I use 3). Additionally, we have the issue of cross hotbars, which are much more limited how you can expect even the best players to handle more skills. While messing around on Dark Knight, I found myself with two full cross hotbars, which currently, is the most you can swiftly switch between. Adding more abilities seems like an impossibility at this point if you want to keep the controller players content.

    Now that we have the technical part down, the question of where Yoshida's team can go with the Jobs comes up. While yes, there are possibilities for some of them, I am divided as to how Yoshida's team, they could easily just toss more abilities to us with little foresight as to how we would handle them. However, I don't believe Yoshida's team will walk down that path, we've seen what skill bloat does to other MMORPGs in FFXIV's sub-genre, and it isn't pretty. This basically leaves Yoshida's team with two options, the first is to take a card from FFXI and not increase level cap, but offer us a different way to increase our relative power; the second, which I think is more likely, is to increase the level cap to 70, but also reduce the amount of abilities we possess, either through consolidating things like the weaponskill chains, or removing "needless" bloat by combining spells, abilities, or weaponskills. Examples of the second are things like making spells like Bio II replace Bio, while obviously increasing Bio II's power to compensate, and combining the Pugilist abilities Twin Snakes and True Strike.

    The second method would clear up hotbar real estate to allow for newer, more interesting abilities. Additionally, many of the new core mechanics for Jobs introduced in Heavensward, require some further tinkering, there are many players who still dislike abilities like Enochian, Blood of the Dragon, and the Wanderer's Minuet. This would also give Yoshida's team the opportunity to rearrange certain skills, the spells Sword Oath and Shield Oath from Paladin comes to mind. Paladin has for a long time now has suffered while the other tanks excel in that ten level range. Additionally around level 30, most players should be getting introduced to core mechanics that they may not have yet seen, such as Enochian, Blood of the Dragon, Mudras, Gauss Barrel, the Wanderer's Minuet, Astrologian cards, tank stances, and whatever else they feel like adding to those that have yet to have this sort of defining Job mechanics.

    Finally, those of us that have played games earlier in the series, see certain abilities that are strangely absent, such as a Black Mage's osmose, or Paladin's Esuna. By rearranging the current skill sets, Yoshida's team would have the room to add in abilities like those, as well as add in any unique skills they have created, but did not have the room for or simply couldn't find the room for.

    My final point is simply to state, that I am highly anxious to see what Yoshida's team's answer will be, especially since Yoshida has proven to us already that he as a producer is very good at finding unique answers to hazardous situations.
    (3)
    Last edited by MiniPrinny; 06-16-2016 at 12:24 AM. Reason: 1000 characters...
    Something... something... edginess... shadows... wait... I'm supposed to be a paragon of love and justice!

  7. #27
    Player
    EdwinLi's Avatar
    Join Date
    Aug 2013
    Posts
    4,882
    Character
    Chloe Li
    World
    Balmung
    Main Class
    Machinist Lv 100
    Quote Originally Posted by MiniPrinny View Post
    ---
    With Job being tied strongly to their Job storyline we will have to expect any new thing to Jobs be linked back to the Job Storyline.
    (0)

  8. #28
    Player Rennies's Avatar
    Join Date
    Feb 2016
    Location
    Limmies
    Posts
    611
    Character
    Keisero Starborn
    World
    Faerie
    Main Class
    Astrologian Lv 90
    There is very little room for me as an Astrologian, but I still want just one more skill to manage my cards with... I'd probably be satisfied with a second Spread but that sounds boring. Maybe we can replace Nocturnal Sect with it next expansion?
    (0)

  9. #29
    Player
    Stormfur's Avatar
    Join Date
    May 2014
    Location
    The World of Darkness
    Posts
    2,776
    Character
    Hex Pathcrosser
    World
    Leviathan
    Main Class
    Dragoon Lv 72
    As a Dragoon, I'm overwhelmed by the sheer amount of moves in my existing rotation. I don't think my mindfruit braincase can hold anymore...
    (1)

  10. #30
    Player
    Airget's Avatar
    Join Date
    Mar 2011
    Posts
    2,612
    Character
    Airget Lamh
    World
    Hyperion
    Main Class
    Botanist Lv 100
    Combo Reversal? Traits added from 60+ that Flip the rolls of abilities say something like

    Ninja combos are currently:


    Spinning Edge > Gust Slash > Aeolian Edge (DMG) Back Attack
    Spinning Edge > Gust Slash > Dancing Edge (Slash Resist Down)
    Spinning Edge > Gust Slash > Armor Crush (Huton extention) Side Attack
    Spinning Edge>Shadow Fang (DoT)
    Mutilate (DoT)

    You could introduce a new timer that allows you to "reverse" a combo and in turn change the effects to deal more dmg with potential risk involved.

    Something like Armor Crush could be an Opener that deals increased damage but reduces Huton Timer by 15 seconds while finishing the combo allows you to the most dmg out of any combo available. It could even be something like Armor Crush > Gust Slash > Aeolian Edge and by doing that you are able to have a 500 potency finisher or something.

    The idea could be that you need two requirements. You need a gauge filled to allow you to do reversals and then you need Huton with 15+ seconds left in order to have the cost needed to activate the combo. In this Manner SE could also introduce ways to make certain jutsu more relevant such as Ice or even a situation in which you would want to use Earth against a single target.

    My examples would be, with Ice you inflict the enfeeble Bind but you now also receive a Buff similar to Suiton which allows you to start the Reversal Opener "Shadow Fang". When you use Shadow Fang in this manner your new combo becomes Shadow Fang > Gust Slash > Mutilate which gives you the combo bonus of let's say 2x potency of DoT and 1.5x duration increase from what it normally is. So rather than having a 30 potency at 18 seconds when using it by itself, you would now have a 60 potency with a 27 second duration because of the combo.

    Again, there is no balance to this, this is moreso just a concept in which they could add new abiltiies/combos into the game without bloating the hotbar with new abilities. Pretty much using the arsenal at hand and creating Job Traits that add on top of abilities that allow you to do more with them.

    Traits like "Hyoton Fang" -Adds "Hyoton" Buff (15 seconds) when using Hyoton allowing player to use Shadow Fang Opener.

    (Doton Edge) -Add "Doton" Buff (15 seconds) when using Doton allowing player to use Dancing Edge Opener however upon using Dancing Edge as an Opener the Doton effect will wear off. The Dancing Edge Opener could have a finisher that added a 5% dmg increase from all dmg types for 30 seconds or something
    (0)

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