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Thread: 4.0 abilities

  1. #71
    Player
    RiceisNice's Avatar
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    Jul 2014
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    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    Quote Originally Posted by EdwinLi View Post
    I extended the description a bit since you last posted. Check on it when you have the time.


    As for introducing new skills to expands on Jobs the merit/modification can do that assuming effort and consideration how it changes certain skills and combos was put into it. As other have said there is a point when adding more skills does become a burden than actual growth of a character and completely changing a gameplay style for the job from what it was can have some negative effects as we saw in 3.0 when they completely changed the game play for Bards.
    This is where they need to put their thought process to the work. There's really little reason for BRD to have the exact same mechanic as MCH, minus being initially designed with it in mind. The merit system is fine, but by itself I'd hardly justify it as something that expands on your character for the next 10 levels.

    I'm not buying into the idea that my MCH "grows" by having their turret (which already has few interaction) doing more damage, but rather something that allows me to interact with my turret through the form of trick shots or micro-management, much like how I didn't buy how my BRD "grows" by having cast times slapped onto their ranged gameplay, essentially turning them into a caster. In general WM and even GB to an extent feels like a hot mess that had very little play testing to see if it was viable (and it wasn't, considering they were actually a dps loss to a degree on release) and if it worked with the job's gameplay.

    Quote Originally Posted by EdwinLi View Post
    Not to mention they may start running out of ideas on how to expand a Job's combo as we see with paladin's 4th combo skill introduced in 3.0 being a simple 350 potency direct damage skill with no Tank Job effects on it other than pure damage.
    If they are running out of ideas, then they're out of their league when it comes to content design and the game has no business passing off another expansion. Rather than new combos, add in both ability pruning (getting rid of unwanted abilties) and add in oGCDs that work as a inter-combo; Abilities and buffs that interact with each other rather than being a standalone that adds no depth. A stationary melee does that moves to rear/flank via abilties and spot dodging.
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    Last edited by RiceisNice; 06-17-2016 at 03:39 AM.
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  2. #72
    Player
    NorthernLadMSP's Avatar
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    Jan 2014
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    Limsa Lominsa
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    3,536
    Character
    Adore Mi
    World
    Jenova
    Main Class
    Dancer Lv 90
    I'm a fan of more traits and/or skill points to purchase traits than actual new skills (though I still want AST to get an instant AOE heal).
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  3. #73
    Player
    EdwinLi's Avatar
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    Aug 2013
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    4,887
    Character
    Edwin Li
    World
    Balmung
    Main Class
    Machinist Lv 100
    Quote Originally Posted by RiceisNice View Post
    Rather than new combos, add in both ability pruning (getting rid of unwanted abilties) and add in oGCDs that work as a inter-combo; Abilities and buffs that interact with each other rather than being a standalone that adds no depth. A stationary melee does that moves to rear/flank via abilties and spot dodging.
    The "replacing" part is actually a very dangerous zone they have set up into FF14 due to their rule of not allowing players to use skills above the level sync so any new skills designed to replace a old skill will not be able to be used in older content thus they can't really replace a old skill unless it is for the more current content only.

    Unless they allow a skill that replace a certain skill to be used in a lower level area then the player is stuck with placing that skill into their skill bar incase they get into old content, forced to use only old skills, which SE tends to want players to return to older content to help newer players.

    SE will need to allow the "Replace" skills to be used in older content or allow all skills to be used in older level sync content if they wish to remove the issue of too many skills in slots if they ever introduce skills meant to replace older skills.

    As for oGCD and new buffs that could work if they don't introduce too many. As other said introduction of too many new skills is going to cause a issue with managing skill slot room. Maybe only 2 new skills per exapnsion with the rest being passives that improves existing skills through giving them new abilities or additional effects.
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    Last edited by EdwinLi; 06-17-2016 at 04:39 AM.

  4. #74
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
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    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    Quote Originally Posted by EdwinLi View Post
    The "replacing" part is actually a very dangerous zone they have set up into FF14 due to their rule of not allowing players to use skills above the level sync so any new skills designed to replace a old skill will not be able to be used in older content thus they can't really replace a old skill unless it is for the more current content only.

    Unless they allow a skill that replace a certain skill to be used in a lower level area then the player is stuck with placing that skill into their skill bar incase they get into old content, forced to use only old skills, which SE tends to want players to return to older content to help newer players.

    SE will need to allow the "Replace" skills to be used in older content or allow all skills to be used in older level sync content if they wish to remove the issue of too many skills in slots.
    Didn't stop them from making the hot mess that the tanks are in (in regards to aggro) and the general gameplay of AST, DRK and MCH. And even then, these are post-60 additions that wouldn't have affect unless it was a change to the ability itself (additions to BotD as you level, versus changes to abilties like barrage and RoD). And even then, I'm mostly referring to foddler skills that add no depth; abilties like gauss round, DwaD, and cross skills in general.
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