I had not intended to quote a post from another thread originally but, I felt it fit. when I was looking at that thread it felt like my suggestion was off topic through most of it.
Last edited by Wildsprite; 05-26-2017 at 07:30 AM.
We dont know the potencies yet. They took away alot of skills that tanks had and even adjusted some and made them cross role. But we will find out on the 16th
They also said that is not the final version, maybe they wanted to see what players think before they release a disaster?
You are looking at it though a static point of view, people you know, that is an issue. The reason they made this system to begin with is to make it more user friendly. This does not achieve that, and if we need to continuously change out esuna and protect during a DF, you are going to see a lot less people running healers because some do not want to deal with that annoyance while they play something else that they find more fun. (and casuals will not like being told to do so)Well said Tharne.
Thinking in terms of my static, I (the main healer) can take something besides Protect because usually, my co-healer casts protect while I Stoneskin the party. In areas where I don't need Esuna, I can slot something else, or perhaps our SMN can.
It's all a matter of versatility. Create the build that works best for you and your party. People wanted a little more flexibility, and now we're getting it. I see nothing wrong here.
This is not more flexibility and customization, all it is doing is shifting the illusion of choice we have currently. Once you have a supposed "custom system" such as this turn into pick this to be optimal or get kicked, such a system is a back turner to most of the player base. Systems like this you need to be truly picking abilities that are optional, protect, esuna, Invigorate, provoke, for starters are BASELINE and a NEED. If Invigorate is going to be MORE of a need for some then others, then that is a class balance issue ( needing too much tp to aoe for example)
In other words, agreeing with this well worded post:
Personally I think this whole change is going to backfire hilariously.
I mean, think about it: SE has stated they want to (a) reduce button bloat, and (b) make the system more accessible / usable for casual players. Laudable goals, both, assuming they can be effectively achieved. But, it is arguable the nature of the role-based system might worsen both. Consider:
1.) Role-based skills are broad enough that it appears frequent swapping between skill combinations is encouraged. This means that users must integrate most or all of the Role-based skills onto their hotbars, rather than just the five I'd use now, all of which are relatively static.
2.) Role-based skills being flexible and guaranteed means the floodgates will be opened for players being told how to play. Think that situation is bad now? Wait until tanks start bitching at healers for not having Esuna selected. Wait until people wipe because the tank forgot to respec from a damage-oriented setup they were using for solo'ing. This isn't going to lead to a friendlier environment for casual or forgetful players.
Don't get me wrong, I think the role-based skill system is potentially a good idea - but it doesn't fix the problem. They've essentially removed the need to level other jobs, but shifted even MORE crucial abilities into optional skills. Healers in 3.x need to have Swiftcast, but now they need to make damned sure they've selected Esuna, too - and heaven help them if they don't. This would have worked a hell of a lot better if the role-based skills were optional things that gave non-crucial, but nonetheless useful, abilities. They should have behaved like Merit Point abilities in FFXI. Hell, they could have even allowed for the selection of a role-based Trait or two, something powerful, so people could really customize how their class felt. Instead, they've worsened almost all the problems of the cross-class system; the only thing they fixed (and it's debatable if this is a good thing or not) is the fact that players no longer have to level separate jobs they might not be interested in.
Truly a missed opportunity.
Last edited by Hamada; 05-26-2017 at 11:00 AM.
Then if you think that you need them, just pick them, that's the point of the system. The system is not : "Hey I can have those 5 situational skills, but I don't want to take any so I'm gonna play with 5 less skills.", those skills are not suppose to be optional but situational, it's two different things, you should always use the maximum amount of them available to you based on your level but you should adapt them based on your need in the current content. If a healer knows that he won't need Esuna during an entire dungeon why should he have a useless skill ? Same for a Tank doing solo content and Provoke ? Those are not a need in all situation.Systems like this you need to be truly picking abilities that are optional, protect, esuna, Invigorate, provoke, for starters are BASELINE and a NEED. If Invigorate is going to be MORE of a need for some then others, then that is a class balance issue ( needing too much tp to aoe for example)
I do not understand, people supporting in a flawed system. If the final system is no one having provoke/esuna/protect as baseline and everyone has to continuously change these abilities out, you have a worse system then now. provoke/esuna/protect are NOT situational and SHOULD NOT be put on a list of pick 5. they are baseline abilities in every flippin FF game ill FXIV 4.0 apparently.Then if you think that you need them, just pick them, that's the point of the system. The system is not : "Hey I can have those 5 situational skills, but I don't want to take any so I'm gonna play with 5 less skills.", those skills are not suppose to be optional but situational, it's two different things, you should always use the maximum amount of them available to you based on your level but you should adapt them based on your need in the current content. If a healer knows that he won't need Esuna during an entire dungeon why should he have a useless skill ? Same for a Tank doing solo content and Provoke ? Those are not a need in all situation.
Last edited by Hamada; 05-26-2017 at 01:21 PM.
You consider it a flawed system, I don't since I prefer having the choice to use a skill useful in the content I am in and then switch it for another when I go do something else.
There's no benefit in this new system for bringing esuna when there's nothing to cleanse, so all the system does is give you the chance to make a mistake.
Who has provoke/esuna/protect or something similar being baseline in FFVII / VIII or XII for exemple ? Materia, Draw and Licence are optionals, if you don't want to play with Esuna you have that choice.
And sorry but yes, Provoke is situational and Esuna is also situational. Protect is not except when you have two healers as this will free a skill for the one that didn't picked it which is good.
Last edited by Tharne; 05-26-2017 at 01:51 PM.
I see you in a month when there is 10+ threads of complaints on this system if they do not change anything. They did say may not be the final product though, hope that ends up being true.
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