We used to have some kind of limb breaking system, didn't we? Cant remember how it works though. I think it got ignored once yoship took over, along with various monster behaviors (outside of skill usage).
Printable View
We used to have some kind of limb breaking system, didn't we? Cant remember how it works though. I think it got ignored once yoship took over, along with various monster behaviors (outside of skill usage).
SCs only became less efficient years after additional content / gear / level cap / badass Weaponskills were added. Back in my day, we would time BLM Ancient Magic with our SC's to burst mobs for like 50% of their health. It wasn't until about 6 or 7 years after release that skill chains became inefficient. And just because they lost their balance doesn't make them a bad idea. They could be implimented into FFXIV in another form. The idea here is to present a team-based limit break which requires some skill/knowledge/timing to maximize efficiency over the current "DRG/BLM/MNK/SMN PRESS LB BUTTON K THX" system.
But everyone still has to know their role and the fight down pat. If they screw up, coordination goes out the window, healer goes OOM or draws aggro, the tank dies, everyone dies, wipe.Quote:
You can do the majority of this game's content without a full breakdown
You don't need to do changes on the fly mid-battle unless something goes wrong (and thus make voice chat not needed), boo hoo hoo. Cry me a river.
As a long time XI player I can say with 100% certainty that with a good group that understood the SC/MB system you could kill enemies MUCH faster than you could without them. The issue was that most players never bothered nor wanted to learn a system as complex as the SC system. They just wanted pew pew. It would be nice to have but this is a very different player base. Ones that will complain they have no money because they would rather pay 400g for a port than walk 20 feet and take a 15g chocobo.
Combat is really getting pretty dull and boring honestly. Need some more complexity than to just dodge some aoes and tank n spank.
I think the pace of combat is too fast and you have to dodge things too often to actually have time to chain the attacks to get a skillchain. Titan for example, have to dodge plumes, have to move out of landslides, have to stand in specific places for bombs. There's a lot of downtime on Titan, as well as other bosses, to make it something that can be used consistently.
Here's an Idea: Give each Class a general action called "Skill Chain" and "Skill Burst" that can be used off the GCD with a 30second cooldown.
Skill Chains can be used to Support the party via damage buffs / healing buffs / defense buffs while Skill Bursts will damage your target / nearby
targets.
Skill chain
If Player 1 activates the "Skill Chain" before using a skill (Skill chain>> Heavy thrust) It places a buff on the party called "Chain 1" for 7s.
If Player 2 activates his/her Skill chain and uses the proper skill (Skill chain>> Twin Snakes) before the buff fades, the buff becomes "Chain 2" and increases party damage by 10% for 10s
If player 3 activates his/her Skill chain and uses the right skill (Skill chain>> Medica II) before the buff fades, the buff becomes "Chain 3" and increases party damage by 20% for 10s
Skill Burst
If player 1 activates the "Skill Brust" before using a skill (Skill burst>> Fire III) the monster receives a de-buff called "Burst 1" for 7s
If player 2 activates his/her Skill Burst and uses the proper skill (Skill burst>> Rockbreaker) the monster will take damage equal to that players potency of 200 and receive a de-buff called "Burst 2" for 7s
If Player 3 activates his/her Skill Burst and uses the proper skill (Skill burst>> Holy) the monster will take damage equal to that players potency 350 and the burst chain will end.
I MISS SKILL CHAINS!!!!!
Just an idea.