
Originally Posted by
Hezzlocks
I will remember that next time I'm in Brayflox Longstop, Titan 4 man, More than a Feeler and Annoy the Void. I am *so* glad they designed a skill for one dungeon, one 2 minute boss fight, and two Guildhests, and the first 5 levels of the MCH experience which lasts about 5 minutes in itself.
Look, you aren't wrong, but that doesn't mean the design makes any sense. The moment you unlock Heat Blast, that entire part of the skill becomes entirely pointless. No other class to my knowledge has design like this. To teach you one element of design, only to make that element completely irrelevant 5 minutes later, is bad design. You can have evolving kits and playstyles, but to fundamentally change a core skill so much so quickly is just... wrong. Now, if Heat Blast was a level 50+ skill? Your point would have merit, as there would then be a significant amount of time with the old system, which would then make evolving into the new system that much better.
Now, IF Hyperdrive made *all* Weaponskills have a 1.5 second cast time, and either had Heat Blast have some other functionality encouraging its use during Hyperdrive, even if only just once, (like, say, having Heat Blast be a skill that deals a large amount of potency but ends the Hyperdrive effect), you would have a Hyperdrive that functionally makes sense, AND an ability that evolves and advances the use of Hyperdrive at level 35 that doesn't invalidate an entire portion of the Hyperdrive function. This is just off the top of my head, but it's far from the only possible design that makes the ability make sense without invalidating either that part of Hyperdrive OR Heat Blast itself, while also solving the issue we have of Drill/Anchor and Wildfire cooldowns conflicting with each other.