Oh, Monks had chakrams? Awesome. They should implement those somehow. We could use a ranged move.
I disliked the 1.23 combat system. First off it was so much more laggy. All weaponskills had long cooldowns on them. Like warrior had a 3 part combo you could do once every 30 seconds, there was a period of doing nothing while you auto attacked to build tp. It made you not want to play the game. 2.0 though is much improved and faster paced a overall a lot more fun to play.
That's just telling me that you don't have the patience for slow combat. I grew up on JRPGs where you normally take your time to think before you act. I loved it.I disliked the 1.23 combat system. First off it was so much more laggy. All weaponskills had long cooldowns on them. Like warrior had a 3 part combo you could do once every 30 seconds, there was a period of doing nothing while you auto attacked to build tp. It made you not want to play the game. 2.0 though is much improved and faster paced a overall a lot more fun to play.
It's all personal preference.
quite an understatement considering many of the higher level boss fights had complete hate reset moves such as coincounter. you had a big hate lead and then the move comes and stoneskin would get the mobs hate. this is taking a very basic approach to something that was quite complex considering no matter how good the tank was if the dd's didn't limit themselves a mnk or blm could take the hate from a tank without limiting themselves and using their emnity lowering gear, potions, and abilities. the numbers never added up that a dd could go all out when well geared and zerg a mob because it would lead to a faceplant from pulling hate,
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I'm a casual and I really hate all the area attacks, the "mechanicks" (that get more annoying than fun after a few times), and how everything is on "go".
Having to run all around while casting skills like a cheesy action game... I thought the most important thing in a FF MMORPG would be what you use, when you use and on whom you use, not how much skills you can throw while following a script. (I was completely ignorant of ARR)
I enjoy the game a lot, but we don't need a WoW-like combat to make the game more like WoW.
Anyway, mine is the same case as OP's... couldn't run the game back then, so I only watched videos.
Well, in short let's put it this way:
1.23:
Combo System - Many positioning requirements and other factors met (i.e dodge/missed an attack/evade/under x effect etc)
ARR:
Combo System - Very very few positioning requirements that hardly matters outside of Monk.
1.23:
Battle System in General - The game was on an engine not suited for MMOs so it had some core problems, so if you wish to have experienced it, take what we got with ARR now and add depth and more involvement into it ontop of gear actually meaning something:
I'm also in the camp that 1.23's battle system was better and assumed ARR's would have been an extension of it, making it even better.
you obviously dont know how MNK works in ARR its nothing but constant position changes. u have be moving all around to maximize dmg
I just want Simian Thrash back
I miss 1.23 combat. It was so much better.
What I don't like current in ARR combat is melee characters are "Ice Skating" all over the place. Somehow the Attack animations + movement, just does not fit.
And also PS3 limitations
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