I personally LOVE BR's! however i would like to see over the top animations for successfully chaining IMO.
Awwww how I love these people throwing shit at things they can't use properly <3
EDIT: was refearing only to OP, I didn't want to read all the 6 pages, I've already read too many things about AA and BR with all the threads starting since the forum's launch -.-'
Dcuo is a action game packaged in an mmo format, ur still spamming a two to three buttons to do your attacks and is meant for speed. That makes its pvp more fun but not as fun for pve encounters. Id rather play a single player game like batman arkham or wolverine if i wanted something loke that.
Brs at times yes they can be cimberson if you have ppl still trying to figure it out. Last night i was in a grind pt doing efts, we timed how much sp we got with and with out br. For thirty minutes we made roughly 7k sp every 30 minutes. With br we almost doubled it woth three melee and two mages one shotting the efts in one br. The only thing that slowed us down was se's anti rmt measure not letting kill them constantly in under two hours we did 35k sp.
Br's used right triples dps from all players, helps the healers, and also makes everyones epeen awesome :P
not over critical just an opinion based on genre's that have been all ready established, if i want to play a first person shooter i play Halo, if i want to play an action RPG i play Zelda, if i want to play a JRPG i play Final Fantasy. I am not a fan of incorporating elements of other genres into another genre, it gets too messy.
The most invalid argument against BRs is button mashing. And honestly, I don't see the need for Auto-attack any more.
Since implementing BRs into my regular play style, I'm never mashing the "1" button. Granted I play Pug, so it's a constant swing between Heavy Strike and Flurry, but after 3-4 attacks, I've got enough TP to jump in on whatever BR is being used.
The same goes for Archer or Thamaturge. After 3-4 shots, I have enough TP to jump into a BR easily.
Original computer RPG and jRPG were created with mechanics tken from PnP RPG, which meant one thing: Turn based combat. With better computers, the classic turn system was tweaked with some changes to become real time, however in most of them are still ghosts of turn based combat. Elder scrolls serries was kind of different, it allowed player to feel combat by alowing them to swing teir weapons by themselves, diablo changed it in other way, introducing the current-FOTM-mmo mchanics. Basic autoattack, and spammable skills( special abilities). Honestly speaking thats whai i hate in moast MMOS. They do concentrate on creating gazillion of special abilities to spamalienating from real combat feeling. in singe player RPGs, one of best combat system i eeverplayed was KOTOR - it was implementation of d20 PnP ruleset in realtime manner, you selected mean of attack ( basic, power, criticalstrike, flurry) and eventual forcepower every now and than, a;ll done with neat queue system. The second option is what Mount and Blade did. Sword fight simulation. also no special abilities, all skills are 'utility' (more amage, more HP, healing, horseback riding, tactics, leadership etc)
But end of diggresion.
Current FFXIV mechanics are very enjoyable, and AA will only turnit for worse. And main point of playing a MMOGame is having fun