Actually I am suggesting removing useless ones. That's the whole idea about only keeping the useful ones (By adding them back into the normal kits of jobs so that the Role Action section no longer exists)
At the same time, one might have to consider how they're going to have to spend time messing with Role Actions anyway (Since, Invigorate, Goad and Tactician are becoming useless with the removal of TP) to say nothing about the unique skills they already had before they decided to replace them with default ones that use a single generic animation (Based on a specific class's prior skill...)
Or should we just do all development cutting and give everyone more generic actions?
Tanks no longer have unique combos, instead their Enmity and DPS combos are now role actions.
Healers have their smol heal, large heal, AoE heal, instant heal + regen/shield as role action.
Healers have their DoT and nuke as role action.
Mages have their first level nuke as role action.
mDPS have their combos as role action.
Since it's a waste of development time to create job specific versions of these right?
Convalescence is mostly redundant outside of Critlo fishing because healers already have enough throughput to massively heal Tanks up with their oGCD rotations.
Awareness is a minor mitigation bonus against AA's (Which aren't really a big deal) outside of specific encounters where bosses gain critical rate buffs (The only one I can remember off the top of my head is Shiva)
Surecast/Arm's Length are only useful when a boss does a knockback/pull and are otherwise useless. Given that knockback/pulls aren't a constantly used mechanic, they're niche.
Feint/Addle are niche because they rely on specific damage types for them to work. A boss doesn't do physical damage with its strong skill? Feint is useless. Vice versa.
Mana Shift is niche because the number of times when a mage can actually sacrifice their MP is very limited. Usually coming down to the most accessible usage of Mana Shift being on a BLM during their UI phase (In which they only want to spend 2 GCD's in). RDM already only thrives off of Lucid CD's and has potential Verraise MP to keep. SMN has some more flexibility due to Aetherflow, though again it depends on how many Raises they need to use.
But... Why have them if the game is designed in a way that invalidates them?
What does the existence of "Role Actions" actually serve? Especially during this post "Every Role Action Can Be Equipped" change (Where before, you had to actually make a choice of which 5 actions where the most useful for the upcoming engagement)



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