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  1. #1
    Player
    Apoptomon's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    166
    Character
    Tomac Eagleborne
    World
    Ultros
    Main Class
    Summoner Lv 90

    Removal of cross-skills

    Personally I didn't mind the cross-class system and I'm anxious to try out the vaunted cross-role system and new skill sets in person in a month's time (and wondering if it affects DoL and DoH too), but the recent preview-reveal of the cross-role skill system had me thinking... (hypothetically of course, since that particular ship has long since sailed to Kugane)

    Since one of the biggest reasons for it was so that people didn't have to level other classes to get all the necessary kit, what if the dev team had gone a step further and excised cross-skills entirely? Instead, each class innately having the necessary actions for their roles (e.g. 3x provokes, protects, etc).

    What say you (again, hypothetically speaking)?
    (5)
    "8000 malms to Eorzea we've come, 'cross both a Continent and an Ocean (and we did it in one-fifth of a second)"

  2. #2
    Player

    Join Date
    May 2017
    Posts
    32
    It wasn't just to make it easier for people to get the skills they need to play their role, it was also to make the system simpler in general. I am sure on a side note, it is to trim the fat for additional growth later.
    (0)

  3. #3
    Player
    Fawkes's Avatar
    Join Date
    Mar 2011
    Posts
    2,689
    Character
    Fawkes Macleod
    World
    Excalibur
    Main Class
    White Mage Lv 100
    I'm not really sure why it exists. I expected them to do the thing you suggested and just give everyone the skills they needed.
    (4)

  4. #4
    Player
    kattzkitti's Avatar
    Join Date
    Mar 2017
    Location
    Gridania
    Posts
    298
    Character
    Mako Hext
    World
    Siren
    Main Class
    White Mage Lv 70
    It reduces per-job button bloat while also giving them more options for balancing things. It's a good change, will increase the game's health in the long term.
    (0)

  5. #5
    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 Fawkes View Post
    I'm not really sure why it exists. I expected them to do the thing you suggested and just give everyone the skills they needed.
    It is to reduce button bloat. 10 abilities that can be swapped in and out of 5 slots only take up 5 buttons.
    (0)

  6. #6
    Player
    Capriana's Avatar
    Join Date
    Oct 2015
    Posts
    83
    Character
    Capriana Waterfall
    World
    Moogle
    Main Class
    Red Mage Lv 70
    Quote Originally Posted by Fawkes View Post
    I'm not really sure why it exists. I expected them to do the thing you suggested and just give everyone the skills they needed.
    Also balancing, and adding news skills that are shared by say 4 jobs, is far easier than balancing and adding skills to every single one separately. Also this way people can not complain, this job got this skill, but we as 'role' could have used it as well, he is OP now, we are RIP, blah blah ...
    (0)
    PLEASE USE MY RECRUITMENT CODE: EMS22V2M

  7. #7
    Player Vhailor's Avatar
    Join Date
    Feb 2012
    Posts
    761
    Character
    Deionarra Eidolon
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Ultimatecalibur View Post
    It is to reduce button bloat. 10 abilities that can be swapped in and out of 5 slots only take up 5 buttons.
    Based on what we've seen of the interface, this doesn't look to be the case, unless users want to change up their hotkeys. Speaking personally, if I used 10 abilities but only five at any one time, I'd assign all 10 hotbar spots - because I would memorize where Esuna is, say, and I wouldn't want it moving around based on my spec on any given day.
    (3)

  8. #8
    Quote Originally Posted by Vhailor View Post
    Based on what we've seen of the interface, this doesn't look to be the case, unless users want to change up their hotkeys. Speaking personally, if I used 10 abilities but only five at any one time, I'd assign all 10 hotbar spots - because I would memorize where Esuna is, say, and I wouldn't want it moving around based on my spec on any given day.
    yup, that's what happens with my crafters. i never move things around, sometimes i'll turn something on/off depending on the recipe but all of them end up staying on the hotbar.
    (1)

  9. #9
    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 Vhailor View Post
    Based on what we've seen of the interface, this doesn't look to be the case, unless users want to change up their hotkeys. Speaking personally, if I used 10 abilities but only five at any one time, I'd assign all 10 hotbar spots - because I would memorize where Esuna is, say, and I wouldn't want it moving around based on my spec on any given day.
    Depends on if you are setting the Cross role slot or the specific ability. Both are possible ways they could do things.
    (0)

  10. #10
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,822
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Ultimatecalibur View Post
    It is to reduce button bloat. 10 abilities that can be swapped in and out of 5 slots only take up 5 buttons.
    As compared to the... 5 buttons... taken by cross-class skills. The slot count is identical. And both are customizable at CD-cost whenever out of combat or no cost at all in sanctuaries. No change in those regards.

    That said, hopefully we'll have a wider range of viable choices for what we assign to those 5 slots now.

    Quote Originally Posted by Ultimatecalibur View Post
    Its 5 customizable buttons rather than just giving all 10 abilities individual buttons. They keep the button total down by not forcing players to find room for 5 more buttons.
    The cross-role skills are not customizable any more than the current cross-class skills. It looks like Fell Cleave / Inner Beast may be getting that sort of treatment, but not the cross-role skills. You can simply equip and swap them out as you please, but that's it, identically to cross-class skills now. You have 5 abilities that you can choose 5 from among a larger number of skills, and then you can bind them to whatever hotbar slot you please.

    Now, in the sense that Provoke, Convalescence, and/or Awareness might not be necessary for Paladin or Brutal Swing for Warrior, that not all healers would necessarily need their (massive and hugely effective) mana regen / threat drop CD, and this new system allows you to put something else in its place, either as a native skill or a different cross-role, I suppose in that sense there's added customization, but in every other sense they are identical.
    (0)
    Last edited by Shurrikhan; 05-26-2017 at 06:30 AM.

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