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  1. #41
    Player
    Commander_Justitia's Avatar
    Join Date
    Aug 2013
    Posts
    1,101
    Character
    Ash Primordial
    World
    Phoenix
    Main Class
    Paladin Lv 90
    The old PvP was about using skills which had really high cooldowns like 2-6min at the best possible times in a match. I would want a few of those exclusive jobrelated PvP skills back, then we can pick 1 or 2 of them in addition to the current ones. It would be their job related ultimate/signature move besides the limitbreak.

    PLD had Testudo (aoe mitigation like tank lb only a bit weaker)
    War had Mithril Tempest ( aoe stun+knockback)
    Drk had Carnal Chill ( a heavy mitigation skill on single target for 6s)

    Whm had sacred prism (a skill similar to asylum, which also mitigated dmg while people stay in it)
    Sch could get a better version of sacred soil for PvP as most former PvP skills are used in current PvP already.
    Ast could get collective unconscious for PvP, with similar effects like the 2 other healer skills.

    Mnk had axekick, as tornadokick can only be used once in 10s if wouldn't affect their burst windows so much even in current PvP. So they could still get all 3 stacks back immediately with that skill with no big impact on the game.
    Drg could get dragonfire dive with some effect like mnk to get 3 dragoneyes immediately, former drg skills of old pvp are useless in current PvP.
    ....

    The list goes on... You will find attractive skills for every job, they need to be adjusted potency wise but make them powerful and let them have a big cooldown so they can be only be used 1-2 times in a 6min match. If you look at current PvP skills 90% of all skills can be spammed without much thought, there is not much variation how you can use those skills. Maybe it will take time for people in solo queue to adjust to sacred prism or similar effects again and get awareness for that, but in team queue it will offer so much more strategy to have skills like that.

    It's a joke that melee classes still can equip crossskills like muse for MP regeneration even though they have 0 use for it. Same with TP regeneration on mage classes. It pretends that there is more variation than there really is and that is why they can add some more skills atm.
    (1)

  2. #42
    Player
    ThirdChild_ZKI's Avatar
    Join Date
    Jan 2014
    Posts
    3,229
    Character
    Lace Valeria
    World
    Jenova
    Main Class
    Machinist Lv 80
    Well said!

    I've really held issue with the fact that while they made a few of the unique-to-job PvP skills part of their kit (a GOOD move), trading strong utility skills for a "one size fits all" set really wasn't so great. It feels far more limiting than offering variation like you said.
    (0)

  3. #43
    Player
    AriaFairchild's Avatar
    Join Date
    May 2017
    Posts
    161
    Character
    Aria Fairchild
    World
    Brynhildr
    Main Class
    Dark Knight Lv 70
    I'd like each job to have at least one powerful, reliable defensive cooldown:
    - NIN can have an on-demand stealth that gives them 3s of being unreveal-able against getting attacked. Kakuremi can be modified to be such, but now not a Mudra skill and has 90s cooldown.
    - DRG can have a shield that reduces all incoming damage by 90%...with the caveat that they only deal 20% of their damage during that time (an 80% reduction).
    - etc

    I'd like healers to be reduced to support only (think of something like Nami, Lux in LoL)...but that's just my wishful thinking.
    (0)

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