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  1. #1
    Player
    Pondera's Avatar
    Join Date
    Oct 2016
    Posts
    151
    Character
    Venusiel Arcadia
    World
    Siren
    Main Class
    Culinarian Lv 70

    Concerns about " Getting rid of unused and ineffective actions"

    This is my first time posting to these boards, but I've been playing the game for a few months now. I came over to this after being just disgusted with the way Blizzard had handled WoW, a game I played since 2008. Chief among my grievances was the concept of class pruning. I could never ditch that feeling of "I sure miss being able to do that cool thing" or get over how much weaker my characters felt afterward. One of the things I love so dearly about FF14 is its complexity. Every class is able to do so much, and I love juggling rotations and staggering cooldowns while tanking 12 mobs at once. It's fun to do, and being awesome isn't supposed to be easy or simple. If it was, everyone would be Bruce Lee or a 5 star general or Dean Winchester. So, you can see how talk of " Getting rid of unused and ineffective actions" is absolutely terrifying to me, even with Stormblood being so far away.

    Okay, sure, I can understand the idea of doing away with some of the things like Conjurer's tiers of stone, or having the spell itself increase in power once you pass a certain level threshold. Same thing with the Black Mage's thunder. They're unused actions that, once you have Thunder 3, you never use 2 again. So, if you feel you really must cram them together, have at it. But I've also heard talk of trimming the amount of cooldowns tanks have. First of all, this is not a good idea. The CDs don't all do the same thing. A CD with 20% mitigation and 90s cooldown is different from a 30% one with 120s cooldown, and is used for a different purpose. Similarly, a CD increasing block chance or preventing critical hits entirely is vastly different from the previous 2 I just mentioned, but they are all absolutely necessary. A tank SHOULD feel involved. They should feel like they're a rock standing against the tide, not just some fool pressing a button and getting smacked around while DPS enjoys themselves. What's next? Are we going to start trimming the amount of summons summoners can conjure? Maybe we should trim the amount of abilities bards have on principle because there's only so many ways you can use an arrow. It's a slippery slope, isn't it?

    Another reason I would object to such a thing is that, for some classes, previous spells are very involved with the current style of play. Try taking away a Black Mage's fire 1 and see how much of a twist they get into. With no fire 1, no fire starter, and it's harder to keep Astral Fire 3 refreshed during Enochian for optimal DPS. And, if I recall correctly, White Mages casting cure 2 can see benefits in cure 3's cast time and speed. How about the combos that tanks possess? A gladiator starts with fast slash and is just mindlessly bashing critters, then they get savage blade, learning about aggro, and then Rage of Halone, learning about how important debuffs are to damage mitigation. Every step was necessary to master before understanding the next. The point of all this is, if you're operating on the criteria of unused and ineffective actions, you're going to swiftly find out that there are very few of them in this game. It's not nearly as broken as what some people may say. I understand that a significant chunk of FF14's player base plays on consoles, and, rather than limit this wonderful game for the sake of the limitations of a controller, maybe we should just implement macro tutorials and show them how to make the most of what button real estate they have available to them? Just like everything else I've touched on in my little essay here, it's just another skill to be mastered.
    (6)

  2. #2
    Player
    Lambdafish's Avatar
    Join Date
    Feb 2014
    Location
    Ul-Dah
    Posts
    3,927
    Character
    Khuja'to Binbotaj
    World
    Hyperion
    Main Class
    Paladin Lv 100
    I believe what they meant was getting rid of skills that are literally useless. Ones where players on the forums have asked "why does this exist?" Examples are: Featherfoot, fracture, haymaker, thunder 2, stone 2, feint etc.

    Tank cooldowns will not be removed but I can see quite a few being shifted into role specific rather than job specific (awareness, forsight etc.), which I will be waiting to see in action, because the idea of foresight no longer being a WAR skill is an odd concept.
    (13)

  3. #3
    Player
    Norleas's Avatar
    Join Date
    May 2015
    Posts
    222
    Character
    Yuusha Sama
    World
    Jenova
    Main Class
    Ninja Lv 80
    Quote Originally Posted by Lambdafish View Post
    I believe what they meant was getting rid of skills that are literally useless. Ones where players on the forums have asked "why does this exist?" Examples are: Featherfoot, haymaker
    Haymaker and featherfoot are useful, though haymaker I think should be similar to DRK's ability after parrying and be off GCD.
    (4)

  4. #4
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by Norleas View Post
    Haymaker and featherfoot are useful, though haymaker I think should be similar to DRK's ability after parrying and be off GCD.
    The only problem with Haymaker is the Slow effect.
    Never liked the Slow effect since ARR day 1, I miss the Stun effect Haymaker had during 1.x

    Feather Feet + Taunt (1.x PGL skill, that make the enemy to attack the PGL 1 time before attacking his primal target again) + Haymaker was a nice combo I used during 1.x.
    (2)
    Last edited by Felis; 10-22-2016 at 12:47 AM.

  5. #5
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,863
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Felis View Post
    The only problem with Haymaker is the Slow effect.
    Never liked the Slow effect since ARR day 1, I miss the Stun effect Haymaker had during 1.x

    Feather Feet + Taunt (1.x PGL skill, that make the enemy to attack the PGL 1 time before attacking his primal target again) + Haymaker was a nice combo I used during 1.x.
    Technically that was Jarring Blow. Haymaker just dealt cheesily serious damage.

    And being able to use both while dodging ranged attacks against us on Archer — stun, air-punch for massive damage, stun again...
    (0)

  6. #6
    Player
    Gardes's Avatar
    Join Date
    May 2012
    Posts
    1,224
    Character
    Sileas Goode
    World
    Hyperion
    Main Class
    Culinarian Lv 51
    Quote Originally Posted by Felis View Post
    The only problem with Haymaker is the Slow effect.
    Never liked the Slow effect since ARR day 1, I miss the Stun effect Haymaker had during 1.x
    Always thought that haymaker should have been bind effect. If we're gonna have the back/flank mechanic I mean.
    (0)

  7. #7
    Player
    Alistaire's Avatar
    Join Date
    Sep 2013
    Posts
    2,980
    Character
    Your Character
    World
    Sargatanas
    Main Class
    Blue Mage Lv 60
    Quote Originally Posted by Gardes View Post
    Always thought that haymaker should have been bind effect. If we're gonna have the back/flank mechanic I mean.
    Why not give it pacification? That'd be more useful and make more sense. You're not really stuck after getting hit like that, just dazed.

    And apparently in 1.0 it had a bonus hitting from the front, which also makese sense and would be nice to have back.
    (0)

  8. #8
    Player
    Lokier's Avatar
    Join Date
    Dec 2015
    Posts
    641
    Character
    Lokier Ame
    World
    Louisoix
    Main Class
    Ninja Lv 100
    Quote Originally Posted by Lambdafish View Post
    snip
    Stone 2 is great in raids and parties... I can buff everyone at once, not one person at a time. It's a time saver, for me anyway. Stone 2... I dunno that might be okay to get rid of.
    Thunder 2 is useful for me because I do a lot of leveling roulette, and if I'm nerfed down to a certain level that I can't use thunder 3, but I'm able to use thunder 2, I'm using thunder 2...
    (0)

  9. #9
    Player
    Norleas's Avatar
    Join Date
    May 2015
    Posts
    222
    Character
    Yuusha Sama
    World
    Jenova
    Main Class
    Ninja Lv 80
    Quote Originally Posted by Lokier View Post
    Thunder 2 is useful for me because I do a lot of leveling roulette, and if I'm nerfed down to a certain level that I can't use thunder 3, but I'm able to use thunder 2, I'm using thunder 2...
    Thunder 2 should just be converted into a trait instead for thunder 1, and thunder 3 should just be called thunder 2.
    (4)

  10. #10
    Player
    Talraen's Avatar
    Join Date
    Jun 2011
    Location
    Gridania
    Posts
    591
    Character
    Ryelle Galashin
    World
    Coeurl
    Main Class
    White Mage Lv 90
    Instead of removing sleep, I'd like to see them make it a cross-class spell for the healer role. That way, you can guarantee every dungeon party has access to it, which would let them actually make it relevant.
    (3)

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