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2 hour abilitiesFollow

#1 Jun 16 2009 at 3:42 AM Rating: Good
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Hey all, would you like to see 2hrs get implimented in XIV or not? What abilities did you like/ not like? What would you change about them on the wild assumption classes return with same 2hrs (they wont but its fun to dream lol).
Like: PLD, perfect for a class designed to tank.
Hate: Old DRG ability and DRK
Change: Maybe reduce cooldown to an hour or keep at 2 but impliment your subjob as well . Example RDM/BLM : Chainspell + a weakened manafont (since its subjob 2hr) So instacasting with 50% mana cost.





GO!
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#2 Jun 16 2009 at 4:05 AM Rating: Decent
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Maybe instead of normal 2 hours there could be special abilities you could use after filling a requirement of some kind (depending on "job").

For example after taking enough damage in a fight Warrior would go on a Berserk mode (and his appearance would slightly change - eyes turn red and so on) and he would get access to special AoE skills and get a boost to his stats depending on what weapon he uses. If he was using a single handed weapon and shield he would get a -damage taken from melee attacks effect (not ranged or magic), and if he used a 2-handed weapon the monsters would get enfeebled with for example "morale down" (-def/-eva?). The effect should last like 30secs still though to not make things too easy, but the cooldown don't need to be as much as 2 hours.

They could also link them to whatever cooperation system they have included in XIV (like SC and MB). If you made 3 successful combos in a row you would get access to more powerful group abilities (2 mages could cast Meteor together, DD's could do a synchronized special skill (ws)).
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#3 Jun 16 2009 at 4:09 AM Rating: Good
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I really hate those long cooldown abilities. I know I'm in the minority, but that cost is too steep. I'd love to see the same level of abilities cost a large portion of a player's mana pool, and on a drastically reduced cooldown. Same ability, 10-20 minute cooldown, 50%+ of your mana pool to use. 2 hours is just too much.
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#4 Jun 16 2009 at 4:13 AM Rating: Good
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Hyanmen: that does seem like an interesting idea, make your class/roll impact a special ability you can use pending certain conditions.
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#5 Jun 16 2009 at 4:14 AM Rating: Decent
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Keep the 2 hour and add a devasting 24 hour ability i.e. BLM cast Meteor or Ultima; SMN can call Bahamut...etc.
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#6 Jun 16 2009 at 4:18 AM Rating: Good
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lol 24hr cooldown may be a tad extreme, especially the "omfg wrong macro ><" as a massive meteor crushes a lvl.5 bunny
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#7 Jun 16 2009 at 5:00 AM Rating: Decent
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I hope they get rid of the 2hrs... we need something new.
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#8 Jun 16 2009 at 5:03 AM Rating: Good
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Or make all of them useful " summon wyvern, die... wow 2hrs with no wyvern... glad to be DRG"
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#9 Jun 16 2009 at 5:10 AM Rating: Good
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Actually, a 24 hour cooldown would be a neat idea. Knowing you could only use it pretty much once per session would make the ability pretty interesting. Summon Bahamut once per day would actually be pretty amazing.
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#10 Jun 16 2009 at 5:25 AM Rating: Good
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I dont deny how epic in power a 24hr cooldown move can be, I just wana be there to laugh at the "wrong macro moments" ... Like my LS' NIN tank opening with mijin gakure on Dynamis Jeuno boss..... that was fun.
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#11 Jun 16 2009 at 5:33 AM Rating: Decent
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A bad *** 24 hour ability like ultima or bahamut indeed sounds sick but big problems would come from it..
I think there are already problems with some 2 hour skills making fights to easy if used by every1 in party.. stopped some time ago but a group of rangers all using EES was already devastating to boss fights that were supposed to be hard... now immagine a group of black mages all using their 24 hour skill (ultima or meteor or w/e) on a boss that would destroy the gameplay imo...
#12 Jun 16 2009 at 5:37 AM Rating: Decent
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Imagine if SE makes a turn for the worse... adds world pvp and someone about to log off for the day pulls Bahamut out and your the target.
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#13 Jun 16 2009 at 5:45 AM Rating: Good
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Quote:
Imagine if SE makes a turn for the worse... adds world pvp and someone about to log off for the day pulls Bahamut out and your the target.


LoL.
Bahamut casts Mega Flare.
<Player> takes 9,999 hp damage.
<Player> weakened for 12 RL hours.

I see your points on how the 24 hour abilities could be abused. My RNG was level 51 on day of retirement. I EES the **** out of some CoP bosses, making the fight all too easy.
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#14 Jun 16 2009 at 5:51 AM Rating: Decent
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I hope there are more abilities and shorter cooldowns. So maybe 2 hour type abilities but a bit shorter on the cooldown.
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#15 Jun 16 2009 at 5:55 AM Rating: Decent
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Ninja needs something WAY more badass
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#16 Jun 16 2009 at 5:56 AM Rating: Good
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I like the more moves/ shorter cooldown. I HATE (even tho i play) to use W0W for example but you have full control over every action your character does, instead of auto attack then after 30sec provoking, tanking is a fully interactive experience. I know in XI theres other spells mixed in with tanking and DD as well but WoW has what feels to be a much more interactive combat system. So more abilities with shorter cooldowns would give more of a controlling feel of the flow of combat.


Edited for spelling

Edited, Jun 16th 2009 10:12am by aremethius
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#17 Jun 16 2009 at 6:12 AM Rating: Decent
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I always thought 2hr was ridiculous for abilities that in comparison with some other games just weren't THAT amazing. I like the idea of either a greatly reduced cooldown, or the special requirements idea sounds great. Maybe since FFXIV is being designed with solo players in mind too, have a solo AND party special attack, with different requirements for each, the latter requiring teamwork to pull off but having far greater effect. That way it's more down to skill than simply waiting FOR EVER to do something cool.

I think abilities in general need an overhaul anyway.
#18 Jun 16 2009 at 6:19 AM Rating: Good
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lol /ja "Mighty Strikes" <me>

miss
miss
miss
miss
miss

2 hrs later.... rinse and repeat
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#19 Jun 16 2009 at 6:53 AM Rating: Decent
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Quote:
If you made 3 successful combos in a row you would get access to more powerful group abilities (2 mages could cast Meteor together, DD's could do a synchronized special skill (ws)).


Taking this way out of context but the first time I read your post I thought, "Man that's an f'n awesome idea." Imagine certain spells being available due to your party setup. If you have 3 BLM in a party they can work together to cast one strong spell. It would require quite a bit of balancing to keep 1 job from being overpowered, but I really like that idea.
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#20 Jun 16 2009 at 6:59 AM Rating: Good
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ha cletus, <3 the name. "my fox, duck, corn puzzle dun puzzled itself"
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#21 Jun 16 2009 at 7:07 AM Rating: Decent
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Quote:
Quote:
If you made 3 successful combos in a row you would get access to more powerful group abilities (2 mages could cast Meteor together, DD's could do a synchronized special skill (ws)).


Taking this way out of context but the first time I read your post I thought, "Man that's an f'n awesome idea." Imagine certain spells being available due to your party setup. If you have 3 BLM in a party they can work together to cast one strong spell. It would require quite a bit of balancing to keep 1 job from being overpowered, but I really like that idea.


I hadn't thought about that, but it sounds like it would work rather well. I'll take Meteor/Ultima any way I can get it. Just to add, I think it would be neat if races could perform special abilities/attacks/weaponskills, to promote interracial combonations.
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#22 Jun 16 2009 at 7:11 AM Rating: Good
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I like the idea of relatively powerful abilities on longer than normal cooldowns. I think 2 hours is excessive. The longer the cooldown, the more hesitant people will be to use it. It was also disappointing that some 2hr abilities were tuned in such a way that they would do nothing...like missing with EES.

I'm all for ******* buttons tuned with a cooldown that means you think twice about using them all the time, and I think that in order to tune them properly, consideration has to be given to how long the average encounter might last. 30 mins seems to work well in other games as sort of a top-end limit on the cooldown for the really neat stuff.
#23 Jun 16 2009 at 7:18 AM Rating: Decent
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Im all for cool special attacks however the way you guys want it would destroy gameplay.. you have to keep it balanced..
You can't make a skill/spell to powerfull with such a low cooldown it would result in 1 shotting everything.
#24 Jun 16 2009 at 7:20 AM Rating: Decent
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1 shotting... WoW?
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#25 Jun 16 2009 at 7:34 AM Rating: Decent
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My biggest complaint about two hour abilities had to do with my own mentality. I had the mentality that I could use my two hour, Hundred Fist, and it would be useful at the time of using it, but would it be more useful in the next battle? In the end I very rarely ever used it because I was always waiting for the better time to use it. FF11 wasn't the only game that I had this mentality with either. I did the same thing in WoW except with potions, my bags would run over with potions.

If the cooldown was changed to an hour I could honestly say I'd probably would have ended up using it every single time it became available. That being said I think that if I had more abilities to use in FF11 I probably would have used the two hour more frequently. I think the reason I didn't use two hours as much was due to the fact that if I did use it and needed it before the cooldown ended I didn't have any other choice but run.

When I first read the job combo abilities I immediately thought of Steiner and Vivi from FF9 where Vivi used his magic to enhanced Steiner's swords with magical damage. After thinking on it a few minutes I've come to the conclusion I don't think it would be a good idea for FF14. At some point a general consensus will arise in that such and such job combination is the "superior" and the rest are "inferior". Then I could see it leading to a certain party setup being considered "best" over others. I know it can't be 100% prevented without that type of system, but why add to it?
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#26 Jun 16 2009 at 9:48 AM Rating: Good
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Lol thats how I felt pally tanking " oh this is getting messy but it could get worse, maybe I'll save my.. oh WTF BENEDICTION#$@%$%$@#%$%.... /ja "Invincible" " ... **** whm
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#27 Jun 16 2009 at 10:50 AM Rating: Decent
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We should be able to choose are own 2 hour special, like I said in an other post we could have ability points that we use to equip things like spells, abilities, traits, etc. So maybe you can spend lots of your ability points on a special example: Invincible for 30 seconds cost 100 ability points. Maybe spending more AP to increase the time of your special or reduce it's cool down time as well, now that would be awesome.
#28 Jun 16 2009 at 11:21 AM Rating: Decent
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I like 2 hours, though in general I am a big fan of short cooldown, weaker abilities. I think being able to "Go Plaid" once or twice a day can be fun.
#29 Jun 16 2009 at 12:13 PM Rating: Good
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24 hour abilities would be great if there was a lot to do in the game on a given day. Like if you could run multiple hard dungeons, you'd have to choose which end-boss you're saving that ability for. If your party pops all its cooldowns on one fight, it doesn't have them for the rest.
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