May we request to include these changes in the upcoming skill rebalance (that's probably intended only for 4th class skills)?
If VM want to start a new article that's specifically address this, then I'd be happy to remove this and place it there.
1. Earth Drive - remove forced-earth element (bring back to neutral/follow weapon element).
It's been ages since we are moving from fancy elements for physical skills to make them neutral/follow weapon element, why are we moving backwards for Earth Drive? It is not even an OP skill (nowhere near Ignition Break, which now is a neutral element instead of forced-fire). Some weapon element-skill interactions have also been removed following this trend (e.g. Mechanic's Axe Tornado, Sura's Lightning Ride).
Revert back Earth Drive to neutral!
2. Adoramus - please remove blue gemstone requirement
I know there are multiple ways/items to address this, but let's be fair. Almost all 3rd class non-ammo offensive skills now require no catalyst (e.g. Comet, which deals more damage, has no longer required gem). Please do justice for Arch Bishop. This open up for other equipment possibilities that we would like to explore.
3. Severe Rainstorm - please reduce arrow requirement; change skill element following ammo (arrow) element
- Consuming 10 arrows per skill is just a bit too much. It feels like 1000 or even 5000 arrows are just consumed too quickly. Please cap it (or all ammunition-consuming skills to be fair) to 5 arrows/skill. If you are kind to reduce it to 3, then it would be gladly appreciated. But please at least reduce it to a maximum of 5 arrows!
- I'm not sure if it's bug or "intended", but since SR use ammunition (arrow), please streamline this and make it follow the arrow element. I think this is the generic rule (and advantage) for ammunition-based skills.
4. Doram/summoner - extend the duration of their supporting skills
Some of us don't even bother to use those because many of their buffs just expire too quickly (12s, 5s, and even 3s, like wtf). Please extend these doram/summoner supporting skills (from plant/animal/sea skill-tree) to 60s (or at the very very least 30s).
When Spirit Handler (the "4th" class job) comes, please also consider extending the duration of their ultimate supporting skill, "Blessing of Mystical Creatures". 10s duration buff for an ultimate (AP-depleting skill) is just ridiculous.
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(additional, not necessarily "justice-based", but would be cool to have)
5. High Heal - please reduce cooldown to 1s
Or alternatively, please make Shoes of Judex remove all the cooldown (3s).
6. Tetra Vortex - can we keep the balls after releasing Tetra; and lower cooldown
It would be very cool if we can play Tetra Vortex (considering we also have OCP armor for this), but summoning 4 balls each time before casting Tetra is just impractical. It would be very cool if you guys can tweak it so that using Tetra Vortex would still keep the summoned elemental balls in place. For cooldown, we don't mind if this is addressed in a separate OCP item. So we can just switch gears each time we wanna play Comet, Tetra, Chain Lightning, or any other build.
7. Release (Warlock) - remove cooldown
Based on other people comments' (in this and other post), release should not have any cooldown (0s).
8. Hyper Novice (when they come)
I'm not sure if it's possible for us to have a custom skill-tree for magic Hyper Novice where the skills are only capped at lvl 5. Seeing the current skill tree on DivinePride, it is not even possible to max 2 skills if we take the ultimate skill (assuming the passive is also at lvl 10). Physical HyperNovice has no problem (they can choose melee or ranged build and max all of those skills).
Or alternatively, if changing all the skill levels looks unreasonable, please make the neutral-element skill (Ground Gravitation) having low cooldown (1s or below). Please do a favor for magic SN/HN. We don't even have a spammable skill now (Psychic wave only reducible to 3s), so please let us enjoy HN when they come
Thank you and make iRO great again.
edit log:
- add additional request on Severe Rainstorm (skill element)
- add new bullet on Warlock's release cooldown
- readjust numbering (due to some request not posted after review*)
*initially Cross Impact cooldown was considered, but after seeing the reality that even with the current skill CD, GX/SX still output one of the highest, even possibly the highest, DPS among all classes, I think a low cooldown of 0.35s is fair enough (it still feels like a "spammable" skill).
Edited by ThePlutonians, 04 July 2024 - 08:15 AM.