we already know they are adding more in 1.21 (feb-march). new skills, jobs, new equips (af), new primals (garuda, maybe ifrit, maybe titan/leviathan). maybe something to do with guild marks too.
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I like current system that give me more choice when I play.
So I can be chill and bust single big WS here and there, like before 1.20.
Or I can try to be bad-S to show off my skill by tanking with gld and suddenly move through mob and bust shinny combo from behind. lots dmg, lots hate and lots <3. :D
I'm not asking for just those three skills. I used them as an example to generalize the type of gameplay that this game should focus on. Sneak attack is here; sure, but Trick Attack and Cover are not. Regardless, I want to see more of this.
You can introduce some crazy variety like needing one person on each side of the mob in order to fulfill the requirements of a certain party combo.
I love the new system because (combined with the job abilities coming in 1.21) it gives the game a nice, clean base off of which to add future abilities that will come with level cap increases and new classes/jobs. This is essentially where the game STARTS. It has a lot of room to grow, which I think FFXIV really needs if it is to start life over again with the release of 2.0.
The way battle feels in this game is my biggest complaint. I think they're on the right track with abilities.
I'm not sure if it's the lag or the animation locks, but it all feels terribly disjointed to me. I hate to bring it up because it's an open invitation to get flamed, but WoW really nailed it in terms of feeling like you're in control of your character and the flow of battle. I don't want the specifics from WoW's battle system, but if they could reproduce the feeling of WoW's combat (as ambiguous as that is) I would enjoy this game a lot more.
Amy you're confusing my suggestion.
Trick Attack involved two people in order to activate properly. You had to be behind someone in order to "trick" the mob in to thinking that person attacked it. Sneak+ Trick attack needed three people, one with the aggro, the second one behind the mob, and the THF or /THF had to be behind the person who was behind the mob. Cover required the target you were defending to be BEHIND you. This required true tactical positioning on behalf of the party as opposed to self-combos.
This is what adds multiplayers dynamics that the self-combo system somewhat ignores.
Likes:
- Combos. Fun stuff. Enough said.
- Caster changes. Spells are streamlined, single target and AoEs are split. It finally feels right. Good job.
Dislikes:
- Melee changes. The feeling of interactive combat for melee classes is completely gone. Auto-attack can still exist in a combat system that always has active abilities to use, whether or not you have TP. TP abilities should be more uncommon instead of the bulk of what's on your bar. The beginning of the fight should not have players standing around just watching their character auto-attack and waiting for TP. It's slow and boring.