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Thread: 4.0 abilities

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  1. #1
    Player
    Vaer's Avatar
    Join Date
    Oct 2011
    Posts
    1,803
    Character
    Ein Vaer
    World
    Excalibur
    Main Class
    Scholar Lv 90
    If hotbar space is a concern, I would drop additional actions to make the rotation more job defined instead of everyone picking IR/BfB/Invig/RS/QS and baseline Provoke/Swiftcast/Invigorate for jobs that can use them currently. They could then add 2-3 new abilities and some traits (maybe some oGCDs to replace some of the additional actions that were dropped but with more interesting mechanics/utilities instead of just an increase in dps) while keeping the same amount of hotbar space required as now.
    (1)

  2. #2
    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 Vaer View Post
    If hotbar space is a concern, I would drop additional actions to make the rotation more job defined instead of everyone picking IR/BfB/Invig/RS/QS and baseline Provoke/Swiftcast/Invigorate for jobs that can use them currently. They could then add 2-3 new abilities and some traits (maybe some oGCDs to replace some of the additional actions that were dropped but with more interesting mechanics/utilities instead of just an increase in dps) while keeping the same amount of hotbar space required as now.
    This would also be an option, on top of improving job diversity/identity if the damage buffs or TP regen were baked into some of their existing abilties or balanced around it (such as monk having purification or reload giving TP)
    (0)
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  3. #3
    Player ErikMynhier's Avatar
    Join Date
    Aug 2013
    Location
    Arizona
    Posts
    1,507
    Character
    Erik Mynhier
    World
    Balmung
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Cipher_Zaabiz View Post
    I hope, paladin will finally get an esuna skill, there are so often debuffs on me and I have to wait so long until a healer removes it. Also a reviving skill would be a big help for healers. As long as it goes with the class concept, I will be happy.
    An Esuna like skill would be amazing, even if it had a big cooldown and was self only it would be great, though a self aoe would be fun.
    (0)

  4. #4
    Player
    Mizukaru's Avatar
    Join Date
    Oct 2013
    Location
    Alaska
    Posts
    63
    Character
    Leif Green
    World
    Diabolos
    Main Class
    Machinist Lv 90
    If I were the design team, I would adventure into the realm of upgrading previous abilities; much like Blade and Soul and World of Warcraft, there becomes a point where having too many skills is just overburdening.

    My suggestion is this: Make it so previously used skills or ones in skill chains can be leveled up with a new point system. Leveling up certain skills will change potency, skill an animation effects, and maybe even secondary stats or abilities.

    This allows players to maintain their currently overstuffed hotkeys but able to change how they play significantly. This also adds the ability to make every players unique and play differently. This would have no harm on this game seeing how most of the content is so casual that a CERTAIN build wont matter. This would only matter in raid scenarios.

    This would be the best way to keep the hotbars clean, and still add new and exciting ways to combat enemies with your newly upgraded skills.
    (0)

  5. #5
    Player
    Kazrah's Avatar
    Join Date
    Jan 2015
    Posts
    1,464
    Character
    Nonni Brilante
    World
    Moogle
    Main Class
    Paladin Lv 60
    I'd personally like four traits for job-based skills (maybe the heavensward skills) and one standalone skill with maybe making some cross-class skills like Blood for Blood or Internal Release job-specific while placing the effects in other skills (i.e. Raging Strikes into Ley Lines or Enochian, Bloodbath into Fight or Flight, etc).

    Any quests then that would reward a skill could instead give a piece of gear that could last until max level, which more or less worked for ARR.
    (0)

  6. #6
    Player
    Morningstar1337's Avatar
    Join Date
    Jun 2014
    Location
    Ul'Dah
    Posts
    3,492
    Character
    Aurora Aura
    World
    Exodus
    Main Class
    Thaumaturge Lv 80
    What I would suguess? Add more Hotbars :P (especially Vertical ones)

    Apart from that and moving onto real solutions. I would like to see More traits added or got he XI route and just don't increase the Level cap.
    (1)

  7. #7
    Player
    FinalWolf's Avatar
    Join Date
    Apr 2015
    Posts
    401
    Character
    Rex Inferorum
    World
    Malboro
    Main Class
    Warrior Lv 70
    Please give warrior a trait to increase foresight.
    (0)

  8. #8
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    13,015
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    There's always conditional effects.

    The main thing is to give us, essentially, a contenting number of options, but that doesn't mean we need three and a half bars worth of abilities by which to do that. You can always instead trait an ability to function as another ability, or with a new bonus effect, when attacking from a certain position, when within another buff or debuff's window, or when following another particular skill, etc.

    And then there's always specializations, or pick X of (greater) Y number of skills, that give sufficient freedom to craft your character as you'd like without overloading your bars.

    As for what I feel new skills in general should aim for, I'd say the basic idea is to give more thematic instruments that allow you to make new innovations within your gameplay up to acquisition—in other words, small steps that can have potentially large impacts. Basically, you get more points of control that allow you to get a deeper feel for your own gameplay. They should augment one's options and cause the player to consider different ways to handle different (frequent) situations. They should NOT jarringly change gameplay.
    Form Shift is a pretty good example of this. When we first get it, it basically feels like it at best gives us an extra 2 GCDs of GL uptime, if we should need it. Not the largest addition, for sure, but when we go back to synced content we sometimes wonder why we were ever okay with Monk gameplay prior to acquiring Form Shift. Wanderer's Minuet, on the other hand, is probably a notorious bad example, as it does not augment preexisting gameplay or even, due to its long lock-in time, feel like an additional tool. It is basically a new style of play, with jarring contrast, acquired over a single level, non-optimal for another 4 levels, and still non-optimal over much of your rotation at level cap. A more subtle failing, imo, would be something like Tornado Kick, which adds a niche advantage in the form of a QoL addition, allowing a Monk to pull off a bit more end-of-phase damage, but is a bit too weak to have any real in-combat usage, even at seemingly optimal moments (using Tornado Kick just before buff CDs fade and only after having refreshed all DoTs and having spent all oGCDs). The same can be said of Meditation's not scaling with its current GCD, or even Skill Speed, making it all the more punishing to use in combat under Greased Lightning or with high-SS gear, even though many SS plateaus provide only a half-GCD spare to perfectly reapply Demolish, Dragon Kick, or Twin Snakes, too little to Fracture more often or adjust rotation. What these both are now should basically be what they, and most ideal ability additions, should seem like — fine QoL bonuses that offer something more to do, without being too annoying in doing it, but after perfecting their usage they should also end up situationally viable in-combat options as well, as not to fall off the battle bars completely.

    Battle Litany and (the revised) Warden's Paeon are a couple good examples of niche-makers that may or may not actually be that interesting in solo content, but do give a better feel for one's role in group interactions. Dragoon becomes a sort of strike leader, while Bard furthers its support options, finally through a responsive instant cast. Those are good as well, but not an ability type I'd personally like to rely on in design. It's awesome to be able to save party members from a potent bleed or be the one job who can actually deal with Berserk's pacification effectively (if Selene is mid-heal), but when too many abilities all end up being group-content-only, you end up with the disappointment of Smoke Screen and Shadewalker whenever you're in a group with no Monk and/or a tank who doesn't know how to edge his or her dps and enmity anyways.
    (2)
    Last edited by Shurrikhan; 06-16-2016 at 12:18 PM. Reason: To make it less of a text-wall

  9. #9
    Player
    Furiea's Avatar
    Join Date
    Sep 2013
    Posts
    355
    Character
    Kanzaki Furia
    World
    Tonberry
    Main Class
    Paladin Lv 70
    tank... only play PLD
    healer... only WHM
    DPS... only SMN

    all the other jobs requires too much effort for me =p
    (1)

  10. #10
    Player
    Lemuria's Avatar
    Join Date
    Apr 2011
    Posts
    1,769
    Character
    Lemuria Glitterhands
    World
    Ragnarok
    Main Class
    Conjurer Lv 100
    Quote Originally Posted by Furiea View Post
    tank... only play PLD
    healer... only WHM
    DPS... only SMN

    all the other jobs requires too much effort for me =p
    Odd choice in Summoner, since that one arguably requires more effort than most other DPS jobs. You have to manage your pet, use Dreadwyrm reliably, keep your MP topped up (BLM has practically endless MP), maintain DoT's etc. Black Mage is basically bombarding mobs with the same two spells for the most part.

    The big problem facing the developers is they've built themselves into a corner. Every job relies on using a certain set of skills in a pretty fixed rotation. That's why when they added skills in 3.0, they were mostly either related to previous skills, or they changed the rotation you would use.

    Personally, I don't want to see either of those things. I want to see a merit point system where we can stick points into our EXISTING skills to improve them in some way. Letting White Mage regain their lost Stoneskin potency through these would be a good start, improving the HP recovered by Warrior could be another. There is a lot of scope for giving us more customization over our characters rather than playing the same damned way as everyone else.

    There's no room for individuality in this game at the moment, so it's past time they made some room.
    (1)

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