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Thread: 4.0 abilities

  1. #51
    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.
    (0)

  2. #52
    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.
    (0)

  3. #53
    Player
    Chiramu's Avatar
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    Aug 2013
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    Gridania
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    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!
    (0)

  4. #54
    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.
    (0)

  5. #55
    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
    (0)

  6. #56
    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)

  7. #57
    Player
    Mature's Avatar
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    Aug 2013
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    1,784
    Character
    Mature Rudlum
    World
    Ultros
    Main Class
    Arcanist Lv 70
    Im happy on getting new and more skills but the PS4 HOTBAR is getting (if not already) crowded. I understand that we have 4 by pressing R2 but some of us like to have all our main skills + CD + combos in the same hot bar.
    (0)

  8. #58
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,868
    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.

  9. #59
    Player
    Wildsprite's Avatar
    Join Date
    Jul 2011
    Posts
    1,299
    Character
    Moonfrost Hailstorm
    World
    Zalera
    Main Class
    Dancer Lv 100
    I'm going to guess this is why they are working on the "Double Hot Crossbar"
    what this is for people who havent heard is for controller users
    right now we have is
    L2(Left Trigger) gets 1 set of skills
    R2(Right Trigger) gets another set of skills
    press and hold L2 then press R2 gets another set
    press and hold R2 then press L2 and yet another set
    with the introduction of the Double Hot Crossbar we will also have
    quick double press L2 gets a new set
    quick double press R2 gets another new set
    this might seem complicated for some but it will be great for others
    (0)
    Last edited by Wildsprite; 06-16-2016 at 07:38 PM.

  10. #60
    Player
    Vidrian's Avatar
    Join Date
    Feb 2016
    Posts
    83
    Character
    Vidrian Ilathiel
    World
    Cerberus
    Main Class
    Lancer Lv 60
    I'm playing on PC, on a 3-4 year old screen so it's not that big. With party members left, mini map right top, chat bottom left, my hp left top and boss hp mid top, my skills are mid bottom, 3 rows, and its starting to get cluttered. I love the option to hide Duty lists while in a duty, gives me a lot more space to look right/re-position myself, but more skills would end up being click for me, as my 1 till = are full, as are my shift+1-5 and ctrl+1-5....
    (0)

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