We can acknowledge that certain Role actions like Arm's Length, Surecast, Swiftcast, Provoke, Shirk are fundamental to combat, while recognizing that the rest are poorly implemented hotbar bloat.
Before you immediately reject this statement, please hear me out.
Replacing generic abilities like Feint, Addle, and Reprisal with unique mitigation tools for each job would allow for more interesting and varied mitigation strategies. Why can’t we instead have more individual, job-specific mitigation like RDM’s Magick Barrier, WAR’s Shake It Off, PLD’s Divine Veil, or PCT’s Tempera Coat / Grassa? At the very least, we should get unique animations for mitigations, even if their effects are the same (PhysR.)
Why does every major melee mitigation have to be a flat 10% physical and 5% magical? Team composition should require more thought, and jobs should have clear upsides and downsides. If I’m playing Reaper, a hybrid physical/magic job, why can’t my mitigation be more magic focused? If I’m playing VPR, SAM, or DRG; jobs that don’t use magic at all, why am I mitigating magic damage?
Why can't the Esuna cleanse be incorporated into the healer's base kit. Certain abilities like Tetragrammaton, Essential Dignity, Lustrate, Druochole (these are just examples) can have additional effects like a cleanse.
Why can’t abilities like Repose and Rescue be exclusive to a single healer? For example, Repose could belong to AST and Rescue to WHM, giving each job a more distinct identity.
Why can’t stuns, interrupts, and other CC be additional effects attached to abilities in a job’s base kit instead of being standardized role actions?
Additionally, this is an obvious culprit of hotbar bloat. Controller already has a finite amount of buttons, why do they waste 2-3 slots with role actions that can easily be incorporated into each job? Healer is the biggest example.
I've heard the game used to be more like this, tactical & party composition. Role actions don't even effect the job balance since it doesn't affect DPS. Can someone please tell me how the game used to feel before Role Actions were added in Stormblood?
Continue reading...
Before you immediately reject this statement, please hear me out.
Replacing generic abilities like Feint, Addle, and Reprisal with unique mitigation tools for each job would allow for more interesting and varied mitigation strategies. Why can’t we instead have more individual, job-specific mitigation like RDM’s Magick Barrier, WAR’s Shake It Off, PLD’s Divine Veil, or PCT’s Tempera Coat / Grassa? At the very least, we should get unique animations for mitigations, even if their effects are the same (PhysR.)
Why does every major melee mitigation have to be a flat 10% physical and 5% magical? Team composition should require more thought, and jobs should have clear upsides and downsides. If I’m playing Reaper, a hybrid physical/magic job, why can’t my mitigation be more magic focused? If I’m playing VPR, SAM, or DRG; jobs that don’t use magic at all, why am I mitigating magic damage?
Why can't the Esuna cleanse be incorporated into the healer's base kit. Certain abilities like Tetragrammaton, Essential Dignity, Lustrate, Druochole (these are just examples) can have additional effects like a cleanse.
Why can’t abilities like Repose and Rescue be exclusive to a single healer? For example, Repose could belong to AST and Rescue to WHM, giving each job a more distinct identity.
Why can’t stuns, interrupts, and other CC be additional effects attached to abilities in a job’s base kit instead of being standardized role actions?
Additionally, this is an obvious culprit of hotbar bloat. Controller already has a finite amount of buttons, why do they waste 2-3 slots with role actions that can easily be incorporated into each job? Healer is the biggest example.
I've heard the game used to be more like this, tactical & party composition. Role actions don't even effect the job balance since it doesn't affect DPS. Can someone please tell me how the game used to feel before Role Actions were added in Stormblood?
Continue reading...