The role skill system in itself is already flawed to begin with, and has been since 4.0 was released. I can't speak for DPS since I don't play the role, but for tanks and healers, this isn't that big of a deal, and actually might improve QoL a little bit (healers for sure since we no longer will have to swap Protect/Esuna). The system needs to be reworked though (again), but likely won't happen until 5.0. So this is our band-aid for now.
Personally, I find having to swap skills in and out based on the situation cumbersome. I don't want to give the impression that I am lazy, but there is a difference between wanting everything handed to you, and certain job - in this case role skill mechanics - being clunky, and just making things more difficult than they have to be.
For healers in particular, they all use a standard set up of Swiftcast, Lucid Dreaming, Largesse, and Protect/Esuna macroed to give them an additional slot. SCH's can possibly forego Largesse in favor of Eye4Eye since they have innate abilities to increase their healing potency, and need that skill to take full advantage of Deployment Tactics (another design flaw). So the healers have to choose that last skill based on not only the fight, but also in anticipation of how your group might perform if running PUGs. This leads to a possibility of making the wrong choice like in the example in my previous post. It's not game breaking, but it still sucks knowing something could have been avoided if you brought along the right skill.
This current system, just doesn't work with how FFXIV is designed. By giving us the remaining slots, they have basically scrapped it without taking away the skills that are there. Peeps are making it seem like this is unfair, and I don't just don't see it. They even left the useless skills like Break in case for reason, you still want to use them.



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