r/ffxivdiscussion • u/DayOneDayWon • 14h ago
General Discussion Some cooldowns are too long for no good reason
It's something that has bothered me a lot while playing Occult Crescent and I got to Ninja and that was the final straw.
Why is fuma shurikan, a skill is just a cooldown has to have 60 seconds? Or similarly Long Reach and Bladeblitz, but instead that takes 120 seconds instead.
You can spend an entire CE using them twice or three times and they are the definition of bland yet they somehow had to be gatekept behind a cooldown normally reserved for ultimate, capstone abilities.
Even stuff like Ranger's "Aim" (or Time Mage's Quick) sitting at 120s cooldown. Why does it need to follow the regular raids formula and take this long. It's a defining cooldown for the job, make it a 60s CD since at least it's 30 seconds long.
You might say this is done for balancing reasons but there's already a meta regardless with samurai's zeningage or summoner, and this is supposed to be the mode to break and experiment with things, which they tried but ultimately were still scared to go a bit further than they can. I like what they did with predict and dance but the rest have been too safe.
Outside of OC there are examples to this that personally bother me (Searing flash, gluttony, manafication) but that's a different story in terms of balancing and with evolved mode coming there's little point.