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  1. #31
    Player
    Exiled_Tonberry's Avatar
    Join Date
    Sep 2015
    Posts
    1,660
    Character
    Sharl Llyntine
    World
    Jenova
    Main Class
    White Mage Lv 100
    Quote Originally Posted by bounddreamer View Post
    If they take away access to Internal Release imma cry.
    Get ready to cry. I see Blood 4 Blood, Internal release, second wind, basically every job buff being ripped from their jobs and stuffed into this system.

    I can only hope we'll be getting something to replace these...
    (1)

  2. #32
    Player
    Fernosaur's Avatar
    Join Date
    Jan 2016
    Posts
    711
    Character
    Hazel Korhonen
    World
    Hyperion
    Main Class
    Paladin Lv 80
    Quote Originally Posted by Ultimatecalibur View Post
    The question should be: "What unique things are they going to add to each job in these slots?"

    Will freeing up 3 ability slots mean that Paladin can have its own AoE attack, HP Shield spell and another way of protecting the party pre-50?
    I agree with this. I think if anything, these changes will leave DRK and WAR feeling more or less the same (save for whatever incoming nerfs they have prepared for WAR), but it will help Paladin a little bit by giving them things that actually build a much-needed class identity while not necessarily adding more skills than they already have. Cross-class skills were so useless for PLD that you ended up just having them there, and this isn't counting Tempered Will and Cover, which are almost never used. As much as I love Tempered Will and would hate to see it go, I think the aim for this change to free up skill slots is to give PLD some utility that is actually useful, making the job gain more from cross-role skills, and maybe open up new skill slots to fix some of the job's problems, like lack of AoE and TP issues.

    This might benefit DRK in the long run too, perhaps by giving them better enmity generation in single target scenarios.

    The aim of this kind of change is something that could potentially help WHM in the same vein, since they are the healer role that gains the least out of cross-class skills. Putting Provoke and Cleric Stance in the cross-role skill list will probably free up something to hopefully give WHM some of the much needed MP management, mitigation or utility the job is lacking right now.
    (2)
    Last edited by Fernosaur; 03-08-2017 at 12:59 PM.

  3. #33
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,784
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Khalithar View Post
    If my theory is correct, that is the "fix" (please note I am using this term VERY loosely) to some button bloat. Allowing Drk and Pld to just use Foresight (which will have the same effect) and thereby freeing up the Shadowskin and Rampart button... that is assuming you even cross class foresight in the first place. The more I think about it though, the more I think Foresight is going to become THE 20% damage reduction button.
    Again though, if you have, say, 18 native skills and 4 cross class skills instead of 17 native skills and 5 cross-class skills, then there is ZERO change to button-bloat. It only reduces the number of names involved in the game. If you mean that it frees up the Shadowskin/Rampart/Foresight level 2 skill slot for something more interesting (the 20% instead being given automatically as their first *mandatory* cross-class slot, for instance), then there may be something to that, but consolidating ACROSS classes does not change button bloat. Only consolidating multiple skills into one WITHIN a class and then REDUCING the total skills given to the class can reduce the button count.

    Quote Originally Posted by Reynhart View Post
    It's not that big of a deal. If you use Fracture on PLD, it already has a different animation than WAR, while still being the same skill.
    If you use Impulse Drive on Monk, it still has the same particle effects as on Lancer. As Rampart was only ever a squat, forgive me if I find the added effects more important, and worry that there is no precedent for their being distinct between classes.
    (0)

  4. #34
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by EusisLandale View Post
    The problem with this idea is the more things they just turn into a universal button to make way for new things at the level is that it's still not considering their plan to keep our button count the same.
    You are confusing things. They said to different things that they will be moving must have skills (such as Provoke and Rampart/Shadowskin) to a Role skill list and that they will be reducing button bloat by replacing old abilities with higher level abilities. Traits will likely be changing how some current abilities work. We will not be getting 5 new abilities in 61 to 70 like we did 51 to 60. We will likely be getting only 1 or 2 new abilities with the rest of the improvements being from existing abilities upgraded by traits.

    The Paladin is cutting these skills that go in the 5 cross class skill slots:
    • Cure
    • Foresight
    • Skull Sunder
    • Fracture
    • Protect
    • Bloodbath
    • Raise
    • Mercy Stroke
    • Stoneskin
    Warrior is cutting these skills that go in those 5 slots:
    • Savage Blade
    • Featherfoot
    • Flash
    • Second Wind
    • Convalescence
    • Haymaker
    • Internal Release
    • Provoke
    • Awareness
    • Mantra
    Dark Knight is cutting these skills that go in those 5 slots:
    • Foresight
    • Skull Sunder
    • Fracture
    • Bloodbath
    • Mercy Stroke
    • Savage Blade
    • Flash
    • Convalescence
    • Provoke
    • Awareness
    All 3 Tanks are replaced those skills with a Role Skill list likely containing these and possibly other abilities and they are intending that we will switch stuff out based on the needs of content:
    • Provoke (mentioned in the announcement)
    • Rampart/Shadowskin (mentioned in the Korean Live Letter)
    • Convalescence (likely)
    • Awareness (likely)
    • Bloodbath (possibly)
    • Mercy Stroke (possibly)

    4 of these abilities are currently Gladiator/Paladin abilities. Moving these from the Gladiator/Paladin skill list to the Role Skill list will free up 4 ability slots and 2 trait slots.
    (3)
    Last edited by Ultimatecalibur; 03-08-2017 at 03:50 PM.

  5. #35
    Player
    EusisLandale's Avatar
    Join Date
    Jan 2015
    Posts
    548
    Character
    Eira Landale
    World
    Cactuar
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Ultimatecalibur View Post
    A whole ton of assumptions with little evidence.
    Outside of the few things specifically stated, what proof do you have to any of that? How do you know we're only getting 1-2 skills 61-70? How do you know they're just going to be unloading a ton of traits into things to change them up? How do you know that Foresight is going to be gone completely? That Reddit speculation, where most people seem to be getting the idea that it's getting axed and fused to Rampart/Shadowskin, page even updated pointing out that they shouldn't have made that speculation due to them not being the same thing but being unaware of it due to not even being a tank.
    They aren't telling us anything of value and the things that would be most helpful are what they're being most vague on.
    (1)

  6. #36
    Player
    Jandor's Avatar
    Join Date
    Jan 2014
    Location
    Ul'dah
    Posts
    3,479
    Character
    Tal Young
    World
    Cerberus
    Main Class
    Gunbreaker Lv 100
    Rampart in a list of selectable role skills? Hope you like your DF tanks with no basic defensive cooldown
    (1)

  7. #37
    Player
    ADVSS's Avatar
    Join Date
    Mar 2016
    Posts
    2,397
    Character
    Advent Shadowsoul
    World
    Zalera
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Jandor View Post
    Rampart in a list of selectable role skills? Hope you like your DF tanks with no basic defensive cooldown
    lol yes pretty much this. maybe theyll just boost tank stance to 40 percent damage reduction though, cause this, this sounds pretty awful but true, looks good for warrior. Maybe berserk will be tossed into role skills though. yeah probably not
    (0)

  8. #38
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,882
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    If one of the goals of the new battle system rework is to keep the number of actions unchanged (to keep hotbars and keybinds from becoming excessive), then you cannot add a new action without either removing one action or merging two. It's a bit like that challenge mode at fanfest where you are only allowed five actions on your hotbar: it forces you to distil the job down to its essential actions.

    I feel like the shared role actions are a bit of a distraction in this regard. If you move Provoke off of PLD's job actions and into the shared role actions, it does not free up an extra place on your hotbar to introduce additional action. Every tank still uses it. It just simplifies the naming conventions because you no longer need a new "Provoke" for every tank job. It also simplifies the work needed to create a new job in a particular role category, since you have a starting template to work with.

    If you want to look at how the devs could free up hotbar space, it's worth looking at some of the proposed BLM changes. For example, if Enochian is now a permanent buff, then it also doesn't have to take up space on your hotbar. It just needs to be a trait. Likewise, you really don't need two separate hotbar actions to change between two stances. If Sword Oath and Deliverance were traits instead of actions, you would just need a single action to toggle to Shield Oath and Defiance, respectively. That would free up room for additional actions. You could adopt a similar approach to NIN poisons and MNK stances as well.

    The proposed change to merge Thunder I-III could be implemented as trait-based as well. If you need to have an action whose potency scales with level, then you can just implement in different traits instead of distinct actions. When you level sync, the traits adjust. I wouldn't be surprised to see something similar for WHM's Stone I-III, although I can't really think of a tank analogy at present.

    There are a few other ways that you could combine actions as well. WAR's stance dependent actions could be merged to free up hotbar space (i.e. IB/FC and SC/Decimate). This wouldn't be particularly surprising, given that the Wrath/Abandon stack system is potentially getting merged into a single "Origin" system, based off of their proposed UI changes. Similarly, some buffs that get activated synergistically (i.e. IR/Berserk) could have their effects merged into a single action without significantly changing gameplay.

    I don't think that moving Rampart/Shadowskin to the shared role actions pool represents homogenization. Functionally, defensive cooldowns often have parallels across all three tanks, with slight variations for flavor. As an example, you could easily merge Sentinel, Vengeance, and Shadow Wall into a single shared action, and keep them functionally identical to the way that they are now by adding job specific traits:

    i.e. Sentinel: Reduces damage taken by 30%. Duration: 10s, Recast: 180s.
    PLD trait: Increases damage reduction to 40%.
    WAR trait: Delivers an attack with potency 50 every time you take damage. Grants a stack of Wrath/Abandon/Origin. Duration increased to 15s. Recast reduced to 120s.
    DRK trait: Nil.

    This sort of thing doesn't change gameplay, outside of helping newer players to pick up and learn new jobs without having to relearn the nomenclature. Also, if you need to introduce a new tank job, you just look at the shared role skills and make slight variations on the theme to create a starting point.

    The merge between Rampart and Shadowskin doesn't really affect PLD and DRK players outside of superficial appearances (personally, I don't care what they do with the name as long as they keep the DRK animation, as it's aesthetically a step up from PLD's 1.0 era animations). It does, however, impact WAR, giving them a powerful new 20% DR cooldown.

    This is important, because most of the differences in WAR's cooldown kit relative to the other two tanks were based off of the fact that it historically didn't have access to Rampart. Inner Beast was changed in 2.1 from a major self heal to a short duration, on-demand 20% DR cooldown as an alternative, compensating for the fact that ToB and traited Foresight just didn't cut it on their own. WAR's stronger cooldowns tend to be much shorter in recast than the other two tanks to compensate for a lack of access to Rampart. This historically lent itself especially well to OT situations where you just need to briefly step in once every minute, blow through your strong cooldowns to eat a tankbuster, and jump out, rather than taking sustained damage with 35s interval tankbusters.

    The addition of Raw Intuition in HW as a makeshift physical Rampart, along with the introduction of Fell Cleave to disincentivize IB fit in with this proposed development. If WAR gains access to Rampart, I'll be very interested to see how the rest of WAR's defensive kit gets reworked around this.
    (0)
    Last edited by Lyth; 03-09-2017 at 02:43 AM.

  9. #39
    Player
    bswpayton's Avatar
    Join Date
    Sep 2016
    Posts
    1,918
    Character
    Nic Pay
    World
    Exodus
    Main Class
    White Mage Lv 80
    Quote Originally Posted by Lyth View Post
    If one of the goals of the new battle system rework is to keep the number of actions unchanged (to keep hotbars and keybinds from becoming excessive), then you cannot add a new action
    With what you mention about tank stances how would that work with drk
    (1)

  10. #40
    Player
    ADVSS's Avatar
    Join Date
    Mar 2016
    Posts
    2,397
    Character
    Advent Shadowsoul
    World
    Zalera
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by bswpayton View Post
    With what you mention about tank stances how would that work with drk
    Darkside, like enochian would just be permanent probably and maybe finally have the outside mp regen penalty removed
    mechanically dropping tank stance wouldnt really change, but you wouldnt need that button to cut it on or off(darkside)
    (0)
    Last edited by ADVSS; 03-09-2017 at 03:10 AM.

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