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  1. #21
    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
    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.
    Can I ask how they are useful??

    Also featherfoot was shown as a specific example in the keynote, so the devs agree with me

    Quote Originally Posted by Lokier View Post
    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...
    Stone 2, not Stoneskin 2, Stone 2 is the DPS skill. As for Thunder 2, the reason that you give is exactly the reason that it is useless. Why is Thunder 3 not a trait for thunder 2? why does it need to be another skill? Having both makes one irrelevant.
    (7)

  2. #22
    Player
    Lone-wolfe-02's Avatar
    Join Date
    Jul 2015
    Location
    Ul'Dah
    Posts
    713
    Character
    C'eleanor Greywolfe
    World
    Odin
    Main Class
    Dark Knight Lv 60
    Hopefully they make swiftsong more useful, making a dungeon go slightly faster isn't worth a spot on my Hotbar.
    (0)

  3. #23
    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.
    Honestly, BLM sucks for combat space in general anyway, if they combined thunder 1 and 2, or thunder 2 and 3 together I could fit Transpose onto my front bar. So I'm all for them removing something from them.

    I think the reason there's 3 thunders is just because of what I mentioned about level restrictions, but, as you said, what they should have done is just make it that it just adds a buff into your spell book improving the ability at a certain level.

    Trying to think what spells I think are useless... Featherfoot is okay, sometimes it saves my ass in solo-combat or in POTD, but I doubt I'd miss it if it were removed.

    My main is a ninja so I can only comment on her class there;

    I never use Hyoton, they should make that a specifically pvp-nin spell. Mug is useful, it gives you a protection buff as long as you have Viper Venom, but I think it would be better if they combined it into a different spell instead.
    I dunno if I can consider Sneak Attack of any use to me because it activates my Trick Attack CD, as they're linked, and I'm obviously going to use TA over SA because of that sexy 10% damage decrease to enemies.
    (1)

  4. #24
    Player
    Fevelle's Avatar
    Join Date
    Feb 2015
    Location
    Gridania
    Posts
    1,353
    Character
    Fiona Greentear
    World
    Behemoth
    Main Class
    Conjurer Lv 50
    I don't know what they can change on the healer's toolkit, save for DPS spells. We use pretty much everything in our healing toolkits all the time.
    (0)

  5. #25
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Blood-Aki View Post
    You know repose? that spell whm has that works on NOTHING even remotely worth it? (sleep for blm as well) yea, that may be on the chopping block.
    I'd ask for situations where Sleep and Repose are useful instead of asking the devs to remove them. Specially in raid fights; why can't BLMs and WHMs help control raid members that are confused/mind-controlled? That'd be one perfect place to start.
    (4)
    Last edited by Duelle; 10-22-2016 at 08:54 AM.
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  6. #26
    Player Kaurie's Avatar
    Join Date
    Apr 2015
    Posts
    2,427
    Character
    Kaurie Lorhart
    World
    Leviathan
    Main Class
    Summoner Lv 80
    Quote Originally Posted by Fevelle View Post
    I don't know what they can change on the healer's toolkit, save for DPS spells. We use pretty much everything in our healing toolkits all the time.
    I am fairly certain the biggest change healers would get is to their DPS (i.e. making Stone III a trait to improve Stone II)

    For Summoner, I'd be down with combining a lot of stuff. It seems ridiculous that we have two ruins that do the same potency, 3 dots that do effectively the same thing (and 4 skills to apply them). So many actions with summoners could be merged to reduce overlapping abilities. I'm excited to see what the dev team does.
    (0)

  7. #27
    Player
    loreleidiangelo's Avatar
    Join Date
    Apr 2014
    Location
    Ul'dah
    Posts
    1,731
    Character
    Lorelei Diangelo
    World
    Leviathan
    Main Class
    Dancer Lv 74
    I'm not really that worried about it. For what it's worth, I'm of the opinion that WoW desperately needed the pruning, considering previous hotbars were even more jam-packed than the ones we have here, and it constantly felt like the developers "had" to come up with ways to make those abilities relevant.

    That game does a lot better with making CC a constant usable thing, though, even in raids/top-tier content. Wish this game would take a page out of that. I hear XI was the same way.
    (1)

  8. #28
    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
    Can I ask how they are useful??

    Also featherfoot was shown as a specific example in the keynote, so the devs agree with me
    Featherfoot if anything could use a buff, maybe 20% base skill and 30%+ with monk trait. It may not be guaranteed damage mitigation but you also have a good chance of completely stopping damage. Also haymaker, like I said before, would be very good for solo play if it was an ability instead.
    (2)

  9. #29
    Player
    Pondera's Avatar
    Join Date
    Oct 2016
    Posts
    151
    Character
    Venusiel Arcadia
    World
    Siren
    Main Class
    Culinarian Lv 70
    Quote Originally Posted by loreleidiangelo View Post
    I'm not really that worried about it. For what it's worth, I'm of the opinion that WoW desperately needed the pruning, considering previous hotbars were even more jam-packed than the ones we have here, and it constantly felt like the developers "had" to come up with ways to make those abilities relevant.
    Yes, and look what happened with that train of thought! They pruned so much that they killed the whole shrub. I played during Wrath, and honestly, it wasn't so hard to manage. And that was me maining an affliction warlock and managing several dots, an active rotation, buffs and a pet. Not to mention pouring hours into the talent trees.

    MMOs do need to be complicated. Your character is supposed to be able to do all manner of crazy stuff, just like soldiers in real life are very much multi-talented individuals. The minute you start catering to the idea of "streamlining" and "emphasizing simplicity" is usually where the wheels start to come off.
    (0)

  10. #30
    Player

    Join Date
    Apr 2015
    Posts
    658
    Quote Originally Posted by Duelle View Post
    I'd ask for situations where Sleep and Repose are useful instead of asking the devs to them. Specially in raid fights; why can't BLMs and WHMs help control raid members that are confused/mind-controlled? That'd be one perfect place to start.
    I would love that as well, at this point they either need to remove them (we need a way to sleep) or make enemies able to slept, nothing at 60 outside as far as i know can be slept, making you forget you even had it unless you're in the 0.1-1% of the community that does pvp.

    Quote Originally Posted by Hasrat View Post
    Also, why are we looking at end-game content for determining what early-game skills are useful? Repose is fudging incredible if you're running with a tank that can't hold aggro because he never switches targets.
    Try reading the posts, and you will understand the reasons behind why they are next to useless, it's just that "early game" that part of the game that's quickly passed and forgotten about in a day or 2. and if you're running with a tank that can't hold aggro, you have bigger problems then making a spell useful.
    (0)
    Last edited by Blood-Aki; 10-21-2016 at 10:40 PM.

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