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  1. #181
    Player
    Airget's Avatar
    Join Date
    Mar 2011
    Posts
    2,612
    Character
    Airget Lamh
    World
    Hyperion
    Main Class
    Botanist Lv 100
    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, 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.
    Stone 2 and Thunder 2 are abilities made worthless from the abilities that they "evolve" into. If anything they may actually "get rid" of Stone 3 and Thunder 3 and instead turn them into traits like say instead of getting Stone III at lv 54 you instead learn the Stone III job trait which turns your Stone II into Stone III. Now your dmg spells Stone II and Stone III can share the same slot because Stone II evolves into Stone III at lv 54 but when you lv synce below 54 you would still have access to Stone II. Since removing Thunder II and Stone II outright does hurt the dmg potential of those classes Conjurer loses their hardest hitting Damage skill at 22 and THM loses their best DoT at the same lv. When you consider the "best" Stone comes at 54 and Thunder III at 46, you create a huge gap between the replacement skill that makes sense when they get said now useless ability at the lower level.
    (0)

  2. #182
    Player
    Morningstar1337's Avatar
    Join Date
    Jun 2014
    Location
    Ul'Dah
    Posts
    3,492
    Character
    Aurora Aura
    World
    Exodus
    Main Class
    Thaumaturge Lv 80
    Quote Originally Posted by Airget View Post
    Snip
    Are you sure? I mean the "turn actions into traits" thing could just as easily apply to Stone/Thunder II as well. Or they could go abck to giving Thunder II and III different DoT (with Thundercloud being retrained to instead become a BLM Tri-diaster for thhose spells...actulay there could be a similar trait for Aero III as well)
    (0)

  3. #183
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,870
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Dzian View Post
    Flash is very useful on paladin though. It's there primary enmity generator for groups pulls. It's far from being a useless skill so it's unlikely to be one they'll get rid of.
    I think what he meant was that it would be removed from the cross-class pool, not that it'd be removed from Warrior. But, I don't see the point in doing that either, as it's still a few free pacification-proof Overpowers' worth of enmity, and therefore has at least as much use as Provoke in your typical dungeon run (and both of those potentially less than Internal Release, Featherfoot, or Awareness). What's the harm in having another option when the same space is taken regardless and it really is situationally viable?

    Seriously though, what would be the point in trimming what you're allowed to cross-class? As long as you still get 5 slots of cross-class ability, it's not adding any bloat. And as soon as you rip out those slots, rather than improving their options, you just end up with even more clearly flat and unvaried gameplay choices. If anything, I feel like the classes should have their traits revamped to be actually interesting, like a "Sword and Board" trait on a Gladiator or "Blade Turning" on Dark Knight, many of which could then be cross-classed for interesting synergy with other classes (though no more powerful necessarily than any of the other slot options). Improve drastically on the cross-class abilities we have now, and only after removing the redundant binds (by way of ability revision or smarter hotbar systems), see if slots need to be further trimmed.

    Just going to throw this bit out there again, too (based on Kalithar's post / @ Kalithar):
    You don't always need to axe one of two AoE abilities to consolidate them into a single bind. Quick Nock / Wide Volley for instance can be a single bind that flips between the two according to distance from the target. At level 50, you get up to 100% more range on your AoE, but it comes at the cost of 20 more TP. Easy.

    Ring of Thorns vs. Doomspike are less obviously combineable, as they actually have two completely different shapes, procs, and priorities, but they can (1) be made more distinct from each other or (2) better synergize with each other to create interesting gameplay in using both. The same is true of Split Shot and Grendado Shot.

    Quote Originally Posted by Airget View Post
    snip
    Unless SE intends to do something more with Stone II and Stone III to reintroduce Stone II into the rotations, I'd imagine an "evolution" trait is exactly how they'd (re)introduce Stone III. Thunder II-III on the other hand seems like they could as easily be done instead by optional binds, such as having the option to bind a single "Thunder" charging spell, wherein the cast duration (paced in tiers) determines which Thunder I - III you use, and Thundercloud always defaults to III (the full charge length).
    (2)
    Last edited by Shurrikhan; 10-26-2016 at 09:59 AM.

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