Huuuge discussion on this before.
I think the major conclusion was something like this:
Most 2hr's were very lackluster, those that were not were never used. For example whitemage has an amazing 2hr that can save a party in a lot of circumstances, however it often guarantees a wipe for the whitemage(the one guy who shouldn't die often). Then on top of that many people do not play to "need" the 2hr's so they are often never used.
The major problem was that a 2hr for most of the jobs lasted so short it basically turned into a "save it until i REALLY need it". So if you had a good/great party you never used it 'just in case' you might need it. Right there you cut out most of the skills cause really... if a whitemage just randomely used his benediction to heal everyone up in between a fight some parties might get upset. After all if he hadn't used it he could use it 5 fights from now when a gob is going to wipe them for throwing way too many nades.
Overall i hope they never exist again. Unless properly implemented(which i doubt they ever can or will) then they are simply a wasted skill and idea. The bonus some of them provided were terrible, many were only situational and all of them never lasted long at all.
Ideally, they'd make these "ultimate abilities" on a 30 minute cool down instead of 2 hours. I hated using my 2 hour because I might NEED it before 2 hours is up. At least with a cool down that takes less time, I'd be more willing to pop it if it looks like it could be useful.
Now see, here's where the difference of opinion was. I feel like that's exactly what 2-hours were intended to do. They worked like a "last ditch" move, and that's how I typically saw them used in exp parties. If you make it a 30 minute cooldown, you're basically turning it into a slightly less common standard ability. There's nothing special about them anymore, and on that short a cooldown, you definitely have to limit their power a bit, which further limits their potential. Anything less than a 2-hour time limit, and people will be just tossing the ability out on whim, instead of reserving it for special situations. And that completely negates the point of the ability. I don't think people should be complaining that they never had a reason to use their 2-hour, because that was the idea.
And I don't know about everyone else, but I saw them often enough anyway. Something always inevitably goes wrong in an exp party, and when those things happened, it was great to see everyone bust out the 2-hours in the chaos that ensued. As I said in the old thread: "When 2-hours were getting used, you knew something crazy was going on."
That being said, obviously some of them needed revamping, because there was a massive spread of usefulness between 2-hours, with some being almost worthless, and some being quite uber. Edited, Apr 6th 2010 9:02am by Eske