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Thread: 4.0 abilities

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  1. #1
    Player
    seekified's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    896
    Character
    Karis Angara
    World
    Cerberus
    Main Class
    Dragoon Lv 80
    Quote Originally Posted by Lemuria View Post
    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.
    No, you just have to use Tri-Disaster, Bane and put your pet on Sic and twiddle thumbs/throw a few Ruins. That'll make it look like you're trying enough for people not to notice.

    Personally, I think some jobs have far to little to do (PLD being the main one). I enjoy DRG and SCH because there's always something to do, something to optimize. Having a few more skills wouldn't hurt, as long as they're implemented in a sensible way.
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  2. #2
    Player
    Nalien's Avatar
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    Oct 2012
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    3,784
    Character
    Taisai Jin
    World
    Twintania
    Main Class
    Lancer Lv 64
    Quote Originally Posted by Lemuria View Post
    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.
    I can see it now;

    Ninja

    Enhance All Fours!
    Enhance Fleet of Foot!
    Enhance Mug Effect!
    Enhance Hide Effect!

    Whatever they do for 4.0, I really hope they seriously adjust Ninja... It's not particularly broken, just a whole lot of odd choices... Kiss of the Wasp/Viper was seemingly designed with stance dancing in mind, then they completely failed to provide effects that would justify it... All Fours was always pointless, even before they removed fall damage from instances... Hide is incredibly meh after Lv50 and even before that it fails as a stealth skill, perfect invisibility is the god-mode cheat of stealth gameplay... Ninjutsu is fine, though I don't get why they halved the potential number of options... Why do I have two combinations for Huton when I could have Huton and Utsusemi?! Dream Within a Dream is just the mediocre icing on the proverbial cake... Yay, something not remotely interesting...

    What I wouldn't give for them to rework the Hidden mechanic entirely... Tie it to enmity, make Shadewalker feel mechanically justified... Make me use it so I remain Hidden for longer, not because I'm bored and want to see if I can help a DPS pull hate and die... Suiton should just remove enmity to maintain Hidden, no idea why I can't Smoke Screen myself and no idea why Shukuchi, a skill in which I Smoke Screen myself and teleport away, doesn't reduce my enmity... Can Ninja feel stealthy please? In a manner that doesn't reduce my movement speed to that of a six day dead snail... I feel left out, Monk and Dragoon get nice glow effects from their mechanics, can't I have some misty effect for when I'm Hidden or something?
    (1)
    Last edited by Nalien; 06-16-2016 at 11:57 PM.

  3. #3
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,933
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Nalien View Post
    Whatever they do for 4.0, I really hope they seriously adjust Ninja... It's not particularly broken, just a whole lot of odd choices... Kiss of the Wasp/Viper was seemingly designed with stance dancing in mind, then they completely failed to provide effects that would justify it... All Fours was always pointless, even before they removed fall damage from instances... Hide is incredibly meh after Lv50 and even before that it fails as a stealth skill, perfect invisibility is the god-mode cheat of stealth gameplay... Ninjutsu is fine, though I don't get why they halved the potential number of options... Why do I have two combinations for Huton when I could have Huton and Utsusemi?! Dream Within a Dream is just the mediocre icing on the proverbial cake... Yay, something not remotely interesting...

    What I wouldn't give for them to rework the Hidden mechanic entirely... Tie it to enmity, make Shadewalker feel mechanically justified... Make me use it so I remain Hidden for longer, not because I'm bored and want to see if I can help a DPS pull hate and die... Suiton should just remove enmity to maintain Hidden, no idea why I can't Smoke Screen myself and no idea why Shukuchi, a skill in which I Smoke Screen myself and teleport away, doesn't reduce my enmity... Can Ninja feel stealthy please? In a manner that doesn't reduce my movement speed to that of a six day dead snail... I feel left out, Monk and Dragoon get nice glow effects from their mechanics, can't I have some misty effect for when I'm Hidden or something?
    My thoughts on reading the new Ninja ability names:
    Smoke Screen: Ooh, a way to mass-LoS attacks to bring ranged enemies attacking multiple party members in close, OR a way to make myself and others enter Hide in combat with minimal movement loss.
    Armor Crush: (Honestly had no idea what to make of it until I got it, at which point I'd just have called it Wind Spine instead, or swapped its name and animation with Dancing Blade...)
    Shadewalker: Can place a shadow image on a target ally or enemy, allowing me to attack through it for increased melee range or enmity transfer, and likely for further synergy later?!
    Duality: Doubles my attacks for a brief time or causes an active Shade to mimic my attacks, including additional effects, on its target or target of target.
    Dream Within a Dream: Able to blink-strike to and instantly attack for 100 potency at a time any enemy within X yalms, or Y if affected by one of your (or your Shade's) DoTs, to a maximum of A strikes total or B strikes to a single particular target?...

    I also feel like if NIN wasn't supposed to be a MP- and TP-self-restoring job/class, then there needed to be some sort of near-rotational component to Wasp and Viper. Hide really should have had at least normal movement speed (just losing the advantage of Fleet of Foot, basically), but rendered you more vulnerable to detection the faster you moved (using an alternate /walk animation for its sneaking about), and the more time you spend (especially if moving) within the enemy's field of sight. But even then there's just so much to be desired from any stealth aspect of this game that it's not likely to deliver on.

    And don't even get me started on the enmity system...
    (0)

  4. #4
    Player
    Dumbledoremd's Avatar
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    May 2014
    Location
    Ul'dah
    Posts
    324
    Character
    Dumbledore Md
    World
    Sephirot
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by Kaldor View Post
    Hello just wanted to discuss 4.0 60-70(?) Abilities and how they will be implemented -will there be new traits?
    -my hotbars are starting to fill up >.>
    -can there be selectable traits/abilities like for example i play as off tank and would like less dmg mitigation for more dps or as bard with less dmg outpuf but better songs for a more support role???

    Thanks for reading ☺
    They need too look at and fix the blm rotation enochian is hard to keep up on fights with alot of moving hopefully its removed in 4.0
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  5. #5
    Player
    Raiya's Avatar
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    Aug 2011
    Posts
    461
    Character
    Raiya Li
    World
    Ragnarok
    Main Class
    Dancer Lv 100
    What will probably be needed to reduce skill bloat is to change the way we get skills.

    Take Whm for example and the stone spells. You get stone 1 2 and 3 all seperate from one another. What should happen is for stone 2 and 3 to be changed to traits that replace the previous stone spell. You get high enough and stone 2 replaces stone 1 and the same for stone 3. This would not only fold 3 skills into 1 but free up space.

    This could also work for new skills. What happens is you get a trait that replaces an earlier skill with the new one. This would both prevent skill bloat and allow for upgrades of skills without needing to change hotbars too.

    I could see both of these happening witj future skills as even tho I play with a g13 which allows me to set up to 36 abilities at once even thats full on me and Ive no room for more. Hell I had to drop a skill from my NIN cos Ive no room for it.
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  6. #6
    Player
    Chiramu's Avatar
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    Aug 2013
    Location
    Gridania
    Posts
    3,036
    Character
    Cirra Maru
    World
    Famfrit
    Main Class
    Conjurer Lv 70
    Please look at condensing abilities SE :O! Don't do what Blizzard did with WoW for years before their stat squish :O!
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  7. #7
    Player
    Khalithar's Avatar
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    May 2015
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    2,555
    Character
    Khalith Mateo
    World
    Mateus
    Main Class
    Paladin Lv 100
    There are definitely a few abilities that could stand to be removed (heavy thrust and hot shot come to mind immediately) as they don't really add much to game play and are more of a chore than anything to maintain.

    I believe the cross class system could stand to be revised or eliminated entirely. Give each Job the 2-3 cross critical abilities it needs as a baseline (provoke, blood for blood, invigorate, raging strikes, etc.) as well. That would save some bloat. As far as traits go, I've posted it in another thread but I'll add it here, I'd want the traits to be more than just a slight increase to a stat or ability, I would want them to add some really meaningful interactions and adjustments to gameplay, just a few examples:

    Paladin- Enhanced Bulwark, for the duration each shield block resets the cooldown on shield swipe, each shield swipe does 50% more damage and ignores the damage penalty of shield oath.

    Dark Knight- Enhanced Dark Passenger, using Dark Passenger makes the next Dark Arts free.

    White Mage- Enhanced Spells, each Cure 1-3 has a 50% chance of reducing the cooldown of Presence of Mind by 10 seconds, cannot occur more than once every ten seconds.

    That's what *I* personally want with any new traits we get, we could use some abilities to shake up the current playstyles without adding even more abilities to the rotations.
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  8. #8
    Player
    Starkbeaumont's Avatar
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    Aug 2011
    Location
    Ul'dah
    Posts
    758
    Character
    Raegen Beaumont
    World
    Spriggan
    Main Class
    Dark Knight Lv 90
    the thing is actualy that there isn't much left to add at this point.

    you could always add longer and/or more complex combos, but that would make the game overall harder for quite a few ppl I guess. same happens with more stances and buffs you need to keep up.
    for tanks you could probably add more damage potential but i you give one of them a new defensive cd, the other will need a similar skill aswell. and more def cds would just trivialize tank busters.

    though new skills will very likely mean a change in your rotation so some older skills are probably not be used anymore.

    new traits is probably the better option but that means less fun compared to new skills since you are basically playing the same game you did before
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  9. #9
    Player
    Zied's Avatar
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    Jul 2014
    Posts
    127
    Character
    Siegfried Reinfold
    World
    Exodus
    Main Class
    Marauder Lv 100
    Less maintaining of passive buffs and more actual skill interactions.

    They can fix button bloat by pruning useless skills and adding them to existing skills. For example, put heavy thrust's buff into the impulse drive chain.

    Make chain skills take the place of the previous skill used, like 1 is true thrust, then when you use it it becomes vorpal thrust, then when you use that it becomes full thrust, then resets back to true thrust. Sure it is pressing 1 button the same time, but positionals can make it a little more engaging. and not to mention that there will be lots of room for new skills
    (2)

  10. #10
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,933
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Zied View Post
    Less maintaining of passive buffs and more actual skill interactions.

    They can fix button bloat by pruning useless skills and adding them to existing skills. For example, put heavy thrust's buff into the impulse drive chain.

    Make chain skills take the place of the previous skill used, like 1 is true thrust, then when you use it it becomes vorpal thrust, then when you use that it becomes full thrust, then resets back to true thrust. Sure it is pressing 1 button the same time, but positionals can make it a little more engaging. and not to mention that there will be lots of room for new skills
    That's one of those weird things for me. I want some stuff pruned, but a lost GCD per rotation or rotational string can knock more than just a widely used rotation out of whack. My 2.33, 2.4, and 2.44 GCD rotations from level 50, for instance, each fit perfectly to a certain modified rotation with Heavy Thrust of course in that mix, and the extra 1-2 Gierskoguls from a no-Phb ST-focused AoE rotation at 2.33 at level 60 does as well. Moreover, attaching Heavy Thrust instead into the Impulse Drive combo just means doubling up, effectively on Disembowel, but now having even fewer options in regards to that damage boost. You can't pop it early in preparation for AoE. You can't skip DoTs in favor of Doom Spike spam. You can't even go directly into a Full Thrust combo on a mob that's only going to last 4 GCDs. Locking down such tremendous bonuses to a single combo that already far outweighs its alternatives in most, but not yet all, situations, would likely kill that job for me. I'd rather see potency increases across the board and Heavy Thrust removed than that, and would rather keep it in some form than either. I feel like any changes in these directions need to take into account a broad spread of actual, situationally optimal or potentially (with faint rebalancing) optiomal rotational possibilities. Even seemingly blank space can make things fit far more satisfyingly. A lot of that can be reworked to fit as well without that space, but not all, and I don't think we should ever jump the gun for a thin concept if it may have negative actual gameplay impact.

    The most obvious bloat for Dragoon to me is simply Fang & Claw and Whirling Thrust, identical abilities apart from their positional bonuses. That's stupidly redundant. Moreover, only the one that procs is ever even available; you can simply macro them together and, apart from having to spam them as the GCD finishes because we can't queue macroed skills correctly in this game, never again notice that the ability was actually split in two, apart from its RNG-based animation. It's like they ran out of ideas for what to do with the level 58 ability and said "if we limit this first one to this side, and toss in some RNG, we can double it over as a second ability from the back." Unless each can have actual unique and interesting effects, there's just no purpose for us to be spending two whole abilities on this. Heck, if the RNG component stays, you can give each position an effect bonus for a particular side while none for the other, and the same tiny bit of randomness we have now stays. Or you can give it bonus potency for just the one position, but keep the positional effect bonuses for each, so that you can choose the compromise if necessary, sacrificing 90 potency for the effect you really want. (I'd imagine that'd have a less positive reception, however.)

    Just making abilities easily modifiable via right-clicks with bars unlocked or via the Abilities & Traits pane to swap between mouse-over, on-target, and set-and-click, and removing the arbitrary penalties on macros would go a long way to reduce bloat, much like the combo-button system this community's been suggesting on and off pretty much since beta. If the game's not complex enough for a one-fits-all-situations macro not to be less than ideal, that's something they ought to be working on directly, not simply punishing macros for. (And this is coming from someone who doesn't even use them that often, let alone depend on them in any way.)
    (0)
    Last edited by Shurrikhan; 06-16-2016 at 07:16 PM.

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