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  1. #31
    Player
    Connor's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    2,166
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    Quote Originally Posted by Shurrikhan View Post
    Moreover, how would stripping identical effects of their unique names and animations benefit parity in any way? It's purely aesthetic, so the parity would be identical, yet you'd have dropped aesthetic differences nonetheless helpful to job flavor just for kicks. Why?
    Role skills don’t need to have the same animation by necessity; we saw that during Stormblood with Refresh/Tactician having different character animations. It was the same particle effects sure, but I don’t see why that has to be by necessity either, if the animations can be unique.

    Plus, there is the sad truth that we live in a game with (apparently) limited design space. Putting literally identical skills (i.e 10%DMG reduction on phys ranged) in the role skills section just frees up an additional ‘ability’ slot for them to actually do something unique with the jobs instead of just ‘exact same ability different particles’.

    Isn’t that like saying Scholar and Sage are two completely separate and unique jobs because all their nearly 1:1 ability counterparts are visually different and draw from (very slightly) different systems? Even though they’re effectively the same thing at their core?

    I mean, why wouldn’t you want skill duplicates moved into the role skill section? When the alternative is forcing every job within that role to learn effectively the exact same skill; the only tangible difference between them is learn level (for idk ultimates or MINE or something). I’d rather have the extra space for more unique and interesting abilities and effects personally. Wasn’t that one of the reasons they added role skills in the first place? Along with deleting cross-classing and needing a replacement lol
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    Last edited by Connor; 12-21-2024 at 06:16 AM.