I Still don't see why we can't use our bows to hit them with, I dislike punching I'm not a pug and would love to swing my bow like some kind of stringed club
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I Still don't see why we can't use our bows to hit them with, I dislike punching I'm not a pug and would love to swing my bow like some kind of stringed club
Agreed. I must be one of the few that's glad it's not an auto-attack for ranged weapons. But being able to smack the enemy with our bow would be much better I think... Or how about some Archer specific gloves that have a blade attached to the shooting hand? Could have a special trait that increases damage of auto-attack. Yet since they're doing all these changes I still ponder if we might see some changes in damage from distances. In FFXI when firing a gun or bow there was a "sweet spot" where you dealt far more damage compared to standing up close or standing too far away. Closer meant you hit the target more effectively but dealt less damage, farther away meant you'd miss a bit more often but the damage increased. It made it worth it to try setting yourself up for the proper distance.
This would be terrible, it sucked on ffxi. Not only does it make soloing terrible but it also messes with other things. Not only do you have to perform your /ra by manually hitting the key for every shot (issues such as lag, animation lock and human error meaning you dont get maximum TP/sec), you have to worry about being in the specific sweetspot (which is going to be impossible solo) all for subpar damage (since we're support now) while being the party's bard? This is the auto-attack replacement yet apparantly we want it as cumbersome as trying to line up a blindside?
Really, it's a combination of the first and third that annoys me the most. Why make a class pay for attacks and then have those attacks suck? Then second most is mashing the button to do an attack because of no command stacking, when they could just queue it up and force the animation to finish before the queue advances.
Honestly, I'm getting FFXI RNG vibes. Best class in the game gets nerfed to uselessness then never brought up to par with the other classes. But I'll reserve judgement until I see 1.20 myself. Who knows, SE might pull it out yet.
Edit: Also on the sweet spot thing, there's the fact that you can't actually see what your specific distance is from the target, which in FFXI meant you could only play RNG optimally with Windower. You should never have to cheat in order to play a class to its fullest.
Here's what I don't understand. They've gone on record as saying that they want to implement more battles that require precise positioning and movement, akin to the Ifrit fight. I'm guessing they'd like to start doing this immediately and not wait until 2.0 comes out. They've also said that animation lock is a problem that they're aware of and working on resolving. Despite that, they're still giving ARC a manual attack in place of a ranged auto attack. It's possible that I've missed some hidden post saying Light Shot will no longer cause animation lock; but that seems like something that would inspire a few threads of its own, so that seems unlikely. I don't understand why they would do this knowing that a lack of ranged attack that doesn't cause animation lock is what's keeping ARC from being invited to Ifrit.
The only way this decision can be fair to ARC is to make it unfair to melee classes by playing to ARC's strengths. That is, make another Batraal fight where melee get heavily punished while ranged sits back and DPSs from relative safety. Considering that's not what the majority of players want, though. . .
Not cool, SE. I don't know why you're committed to making ARC soloing the most mind numbing thing ever, and devoted to the the idea that ARC is instantly gimped on any fights requiring movement (which, from the sounds of things, is "every major fight from here on out").
Bring in auto-shoot, seriously.
Also get rid of arrows. (They're useless as a game mechanic.)
Ya get rid of bows, bring us the Gatling-gun! (don't forget the inf-ammo bandanna)
I would prefer to shoot an arrow for a ranged auto attack because it only makes 100% sense. Not punching the enemy. An arrow shot close range to the face may even be more deadly than a far away shot. They better take this into consideration and add it after this spoof.
You people do realize they already announced Skill Queues are coming back in 1.20 right? Your complaining about a problem that does not exist. If you can't run and press attack simultaneously maybe you should switch jobs..
I'm constantly selecting what skill I want to do next, so my character rarely ever does an auto-attack punch. I would not like to have a ranged auto-attack personally, I like to pick and choose what skill I do, and don't want to accidentally punch that mob over there just because I'm in active mode. I think its fine how it is and am a little relieved that we won't be having a ranged auto-attack.
Yeah, next we'll be seeing MRD become a support class too and then LNC and then ...
Giving ARC BRD is the worst decision Yoshi has made since taking over. Most archers want to do ranged DPS not sit casting buffs. Most support players don't want to play ranged DPS. Would be like giving MRD the WHM job, completely incompatible.
ARC used to be my main battle class, now I will never play it again.
Oh and not having auto attack on ARC is the second worst decision Yoshi has made since taking over.
Several peeps keep saying, "..Archer is support now so DPS is gonna suck...", yet I have yet to see anything definitive that shows Archer Attacks/Abilities are being nerfed. (They are being altered but so is everyone's.)
It seems to me that with the added Bard Abilities, esp. Bard Mag.3: Increases the physical and magic accuracy of all party members within range. and add to that the other Accuracy and Damage Bonus Abilities, Weapon Skills and Bonuses that Archer Damage will be just fine.
You could argue that time spent casting spells or Bard Abilities is time spent not shooting arrows so overall DPS will be lower but I dunno about the rest of you but I already spend a lot of time using abilities and spells to enhance Damage Output and/or to mitigate Damage Taken.
If you just absolutely hate the idea of being a Bard, ok, I get it but stop making assumptions about DPS till we get to try it out. We may just be pleasantly surprised. Personally, I am glad Archer is getting some Party Buffs and will be more useful than just DPS.
I wouldn't worry too much, this isn't the end all. I wouldn't swear off the class just yet. Who knows, the next round of "jobs" added might see a more damage only job attached to archer, and you could pick up that one instead. Right now its 1:1, but I think I read somewhere they said more jobs will have the possibility of springing forth from the classes in the future. This game is a work in progress and no where near being done.
What job would you have proposed instead? RNG? Then you'd complain that it was "more of the same". ARC is not the same role as RNG, there is no Sidewinder in FFXIV, and the sooner you realize that, the better off you'll be. There's no valid argument in what you've said, and where else would you place the BRD class? GLA? PGL?
"Giving ARC BRD is the worst decision Yoshi has made since taking over."
Probably one of the best, actually, along with nerfing the horribly overpowered ARC while bringing importance to melee'ers.
WHAT A BAD JOKE >.<
For rlz. So disappointed, so disappointed
Have you played Lancer in the Ifrit fight? Doomspike has a long animation lock, much much longer than a light shot.
Any class is viable in the fight, it's all a matter of the player learning to hold back on using that next action.
The fight is about survival, not DPS zerging.
The Star Wars: TOR mechanics for ranged DPS is non-auto attack, unlimited ammo, and run-and-gun. I'm not even sure why we went back to auto attack in the first place but that's not the issue here. ARCs need run-and-gun.
...........
/facepalm
You don't think a lancer jumping several feet into the air and then plunging their spear into the ground to create an aoe effect is unrealistic? We really need to stop these "omg that's so unrealistic" arguments. It's pretty unrealistic for an archer to punch things to death due to them not wanting to damage their hands and leave them unable to use their bow. It's just a ridiculous argument for this kind of game.
Yeah...the difference is one is a damaging WS where you expend your TP... the other is how you actually get your TP.
If archer has to worry about even trying to build their TP instead of just when to use their WS what is the point in taking them? I'd like to use a light strike to get some TP for a WS but the enemy might wreak me
they did try a non-auto attack then people cried, they give you auto attack now people dont want it, combos are next lets see who says it sucks.Quote:
I know people seem to love auto attack but it really is an old an outdated system..
No I wouldn't.
Erm, if you hadn't noticed 90% of the abilities currently in the game are being replaced by completely new abilities. Just because Sidewinder doesn't exist doesn't mean it can't exist. Who says RNG has to have Sidewinder anyway? There's no Water spell in the game from 1.20, does that mean BLM shouldn't exist too?
On a support class? BRD didn't have to be created yet, they could have made a new mage class, RDM perhaps with all the enfeebles they're taking away and BRD as job.
Just because it was over powered doesn't mean it deserved a job no ARCs want to play. They already nerfed it into line with other DDs in 1.19. Maybe even too much since I'd pick a MRD or LNC over an ARC every time when forming parties for just about anything. Even without the animation lock the class is way behind in damage, especially when it comes to AoE situations which are very common these days.
The issue is with the animation lock, not auto attacking.
Archer's auto attack (punch) doesn't lock archer either, and this thread is about making ranged attacks auto.
I'm against auto ranged attacks because it's more problematic for sleeps, binds and other mechanics that break on damage.
That's the problem. You shouldn't be against it because you feel that ARC is somehow incredibly more difficult to control AA then you would on a melee class. In fact, what is the difference? A melee would avoid breaking those mechanics (ie sleep) just as ranged would, by turning around / canceling or changing target / disengage / spamming ESC / etc.. The players who can't manage pretty simple controls like these shouldn't necessarily govern the design of the class.
AA's primarily help TP build, but they also add a little dps, both things that ARC is seriously in need of right now.
My main is pug, but i feel it's more of an issue with the fight not being balanced around multiple classes.
You're against manual ranged attacks because you find it difficult to control.
It's not a matter of difficulty, it's a matter of control.
Auto-attack on all classes is pretty weak, most of the dps comes from the TP attacks.
Besides, the Ifrit fight is more about survival than DPS, and animation lock is usually what kills every class on that fight.
Especially true for mages who have longer cast times than our light shot attacks.