This was to remove button bloat and make way for new skills that are more unique to what they contribute...I removed skills that do the same job basically. A sort of future proofing...this ironically also makes it easier on controllers.- insisting on 24 buttons for all of them - why?
I do understand that, that is why this would be a rework and not just a normal change.- a number of the skills (names, animations)- again, that's a personal choice, an equal number of people could really like them
See above.- a number of skills that have been removed
Only classes with procs are whm and ast. The only proc class that would really need to pay attention would be the whm, ast does have the prock in its cards but it would use it less due to how macroarcana would function.- too many proc skills in some cases
Unfortunately the game already sees AST and SCH as utility I would be acting to improve that but give them a window they can damage, same with SCH which would be during a burst phase. Also, that skill is not a requirement for the AST to achieve their damage the example provided is just what they can do...the damage provided would be solely your party members and be useful when you need to mitigate and stop doing damage, the damage buff to the party would make up the AST's damage. CU can still be canceled if need be it just gives the AST more options. I will review if you any suggestions. =]If I could pick one I would really want more improvement - it would be AST. Yes I see some positive changes but the change to CU makes no sense to me, and most changes are to buffs, which really doesn't improve much for that job. I would not want a skill that teleports people to me when (a) I already have rescue and (b) there are already enough complaints with rescue and (c) another skill where, as in your CU the AST needs to stationary? no thanks . Winding fate is - another way to buff. So overall for AST, I don't see that (for me) I don't see that the goal of doing more and being more interesting would be achieved.


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