Looks like they're getting rid of the 'pause' when switching from passive to active mode. They just haven't implemented an animation for the new rules behind it, as the character was gliding with both feet on the ground during the sequence.
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Looks like they're getting rid of the 'pause' when switching from passive to active mode. They just haven't implemented an animation for the new rules behind it, as the character was gliding with both feet on the ground during the sequence.
You're just reading too far into it. That could just mean each weapon used by classes will have its own delay. Honestly it doesnt matter much either way, but delay on weapons would be better for customisation and it would make more sense, considering gladiator can use daggers and swords and that's the obvious way to distinguish.
Don't know for sure till they actually release the patch with AA feature till we find out but you have a good point. Most likely melee/tank jobs will get the hate back after mage AA starts but still mage will probably start AA when it comes towards them for getting too much hate LOL then we got FFXI problem... damn mage spamming spells!, no no damn Tank don't know how to keep hate!! lol
I wont get into conclusion till it's out
Why would it make sense in the first place? taking Archer for instance, most of its Burst DPS comes from buffed up 3 nocked multi-shot.
Imagine nocking up 1 arrow and then it auto fires, not letting you nock up the 2nd then buffing and releasing. It would kill a heavy part of Archer damage and without full buff multi-shots, Archer(which is typically one of the highest single target dps in 'some' games) would really have nothing going for it.
GLA has Tanking(:D)
MRD has AOE
PUG has speed
LNC has a mix of AoE/Speed - (skewerII for example, and speed surge/invigorate)
these are just generic examples, ofc each class has other things to bring to the table.
As for mage, if auto attacking messed with casting speed. Then letting them have ranged AA would/could probably kill some people in fights lol.
What do you think a GCD is? Any action creates one, AA, Spell, ability. I guess i should have been more specific but figured the general population would understand. My bad.
Better put if AA creates a GCD it 'could potentially' kill people since mages would have to wait that extra bit to THEN cast which by then could be to late. If that helps you understand better.
In spite of the negative comments on the subject, I'd like to say that, as a mage who prefers to use a shield while solo, the auto-attack for close range is welcomed. I keep my stats relatively equal, so Shield Bash his for decent supplemental damage - and it's not gonna charge its own TP.
In other words you mean animation delay. Which is a picky and almost insignificant timing issue. The Time for animation delay of a "swing" is so low that you might as well say "lag killed you" instead of "my AA animation killed you".
A spells will always supersede the "swing" unless the "swing" came right before you cast, and the likely-hood that that's actually a critical point in the battle is so low, it's inconsequential.
Unless you make FF14 play like some WoW raids, where one-shot-ing is a par for course...never going to be a problem.
Monsters themselves don't attack at the speed of light for it to matter. FF11 is even more harsh and veteran DRKs are mighty accurate in their stun timing.
I wouldn't call it insignificant, perhaps for current fights, since nothing is exactly 'challenging'. But take for example a fight where it was healing intensive and in between a Cure to a Sacrifice your healer has the added downtime of an AA swing 'animation'. Trying to think of a decent XI example of a high intensity healing fight with not just tank damage but AoE damage to your melee's. But been a while and drawing a blank ; ; sorry :(.
PW was more melees needing to not be stupid so I wouldnt say it was that healing intensive. Jorm would be a decent example when it first came out but meh not what I'm trying to get across.
I guess somthing such as the healer basically had to keep spamming cure > sac > cure > sac just to keep melee/tank up.
Now add AA ontop of it.
Cure > AA > Sac > AA > Cure. It could potentially kill people due to that GCD building up.
This is ofc with the assumption SE actually brings in such challenging content(healing intensive/DPS race/Tank Swapping etc). If everything stays simple as it currently is then you're correct that AA wouldn't bring much harm.
"close comabt range" I'm sory but I will not be walking up to something like Uraeus and melee as a mage. This means mages will no longer have the damage from their darts and no longer will be able to build TP and use WS that have enfeebling skills. To make up for the damage mages will have to cast more, but without a refresh... they will not be able to contribute to party damage as they used to. Tell me how will battle regimens work now if you aren't able to control your attacks? Will they be getting rid of regimen of ruin and the like? There are too may unanswered questions and as it stands now implementing auto attack without those other changes will just gimp the game just in time for new content to come out. How much more frustrating can these empty changes get?
I think you're drawing parallels to the current system, which has manual input lag. AA if done even half correctly, does not have input lag because it's essentially a system function.
The input of a "skill" going right after a "swing" animation is very small. Less then a fraction of a second, well within tolerance. There is going to be an animation delay, but it's very very small, because it's going to get motion blended into your "skill" function.
and in your situation, it would never happen. "Cure > AA > Sac > AA >" would not happen unless you purposely made it happen. It would end up "Cure >Sac [ got superseded AA] > AA > > AA"
Because Cure -> sac is already inputted before the cure competition, the system will bump the AA priority down. You're don't need to time a sacrifice right after cure ends.
The concept of Stacking or "buffering" is already a known entity.
Another reason for stamina gauge removal. You don't have a "check stamina requirement" after every skill input to prevent stacking.
PPL its a system built for more strategy(a bit closer to XI's awesome system WE win!) and less button mashing now get over it, at least you get to rest your fingers a bit now and work your mind a bit more!
Most that like more depth in battle are happy the rest of you dont count lol.
I'm taking into account this current system yes, as well as XI's system(both done by Matsui). Both will/have AA and in XI the GCD actually occurred AFTER the spell was used and was a horrible 1-1.5secs.
Also you're right my example was indeed being a bit presumptuous saying AA WILL sneak in both times. Which it wont the majority of the time if a person times the spell correctly. But that's not to say it will never happen also.
If AA is triggered and a spell is done roughly at the same time, you're correct the spell will supersede AA but as soon as that cast is done, AA will finish(if AA doesn't reset timers, which majority of games it doesn't).
That's why a skill will buffer another skill. Just like SATA in thfs or any number of skill stacking we're so used to.
You don't need to time one spell -the instant- after another, as long as it's done within a similar period, the CureI will buffer into cureII will buffer into cureIII until you're out of spells, which then AA will proc.
Then there's the "mashing" trick, we're also used to doing. if you are casting cureIV and spam stun button, the stun will always go right after your cureIV. AA will never proc because the system is registering an overiding skill.
I just don't see a situation except in the extreme case where AA will get in the way. It'll have to be dumb luck that at the exact moment someone needs that spell/skill ASAP, AA gets in the way out of nowhere. (The old crap SATA mess up - haha try jamming it)
Ya but most of the time THF's would wait for the AA to finish and do it in between the swing timer so that it wouldnt hurt. For most 'skill stacking' thats also true. You wait for the AA to finish THEN do your rotation (SATA Dancing Edge :P).
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Rofl this all started with mage(range) should/shouldn't get AA. So guess we should just conclude this before we keep going in different tangets haha.
Seems like we both have good points and we both cant be sure as to how the new system will work. If its laggy like now then I still believe that Ranged AA wouldn't be that justified.
If they fix up the lag issues since it appears they were talking about server upgrades and core programming etc in a couple Mod posts then having Ranged AA wouldn't be a harm you're right.
Also don't see the actual "need" for them to have it but it would be a moot point since it wouldn't harm anything either.
I'm excited for Auto-Attack I can now be truly lazy but look like I'm doing something... Everyone will be none the wiser....
Really? you guys bi*** and bi*** about auto attack and wanting it so bad now that you have it you complaining that it may be like FFXI?
Is having ffxi auto attack but done better a bad idea? no not at all have you saw how bad ass the WS are looking? beside pug -.- they look the same which am really sad about.
anyways i can care less how AA is as long as Monk get some good WS and the delay is not that bad.
Its just funny to me because all the loyalist attacked ppl so hard everyone is all are idiots when anyone mentioned a change, and now its going to change. I like the change, like you said if you dont when it happens dont play.
Thats exactly what I got from thoes that wanted the game to stay aweful and fail, i'm just repeating it.
So again thoes that dont like AA... get over it or turn around and walk away, its that simple.
I had a post a while back about the best part of 1.18 wont be in the game but on the forums where the like 10-15 hard core loyalist to the failed systems in this game have a emotional break down like some lil B's and emo quit, if SE changes things because they listened to the majority of the fans roars.
So yes like the underdog that knocks out a big fat cheesy poof eating carple tunnel syndrome A$$, its extra sweet to me, if you dont like that I say it, um... so what.
I think he meant "carpal" tunnel system, and not "copper"
ty zav.....
The fight in the vid looks boring.
Battle stance looks so neutral, as if they disengage from the fight after each attack.
The fights used to look boring and nothing much changed...
Yes it looks as boring as every other MMO out there. That's why it works almost timelessly.
It's lacking in "flavor" but that's what people are hopping the battle department will work on next(and fast).
FF11 has the eq/subjob/Skillchain support systems to make it fun and tactical. FF14 has nothing realistic except a dogpile BR command.
Of course that didn't stop us from sinking hundreds of thousands of hours into other MMOs that do the exact same thing with a bit less graphics.
Personally the BR system still feels like a relic from Alpha/beta systems where combat trailed at a snail pace so you had tons of time to stack Battle Regimes. I still think the skillchain system in XI was pretty solid, not saying I want them to copy/paste it. But something more reactionary would be nice.
The auto attack system is looking very promising. Doing away with the stamina gauge was a smart idea. The future of final fantasy XIV is shaping up nicely. They did in fact say (Currently under devolpment) with that said im very optimistic about how it will turn out. I dont think SE is going to disapoint, they will implement the auto-attack system, and then further refine it as they have already stated. That is promising right there isnt it!?
tbh a BR really is just a skillchain.
FFXI Skillchain:
- P1 uses a WS
- P2 uses a WS
- CHAIN (causes an effect)
- P3 uses a WS
- CHAIN (causes an effect)
- P4 Magic Bursts off the effect
FFXIV BR:
- P1 stacks a WS
- P2 stacks a WS
- P3 stacks a WS
- P4 stacks a spell
- BR executes
- P1 & P2's attacks CHAIN (causes an effect)
- P2 & P3's attacks CHAIN (causes an effect)
- P3's attack and P4's spell CHAIN (causes an effect)
Very VERY similar. I think SE originally based this idea of FFXI's SC > MB and tried to make it unique, but a large number of people just didn't buy into it.
for me its not about fast its about fun in the first place and just beacause it works, its still not a fun addition. Id does dmg and has effects on the mob, still has no effect on itself and it feels "cut out" of the fight. its like "pause" and GOGOGO, then everything gets rushed boom boom and ???? a lot happened but not noticable...
I think BR is still broken. It was supposed to be something different, and its unfinished as well/hell, same as AM might have had another purpose that wasnt finished. With AA BR will have to get a change anyways. I just wonder in which direction.
I rather have them disable it for now until they figure something awesome out in the future instead of doin the patch here, patch there thing.
With the new changes i think everything will be a lot different and more fun in the end.
I think that AA especially in longer battles wont feel any different to the system now.
1) the stamina bar always was an unnatural advantage over every enemy => zerg!!! no mob could spam attacks that fast,
mobs always had the same timers for attacks, which was one reason for the easy mode in the first place i think. this is gone now, for the better
2) after some 111 you had to wait for stamina regen anyways and you had a slow speed (like AA) so its not a big change.
But i think its much easier to programm content and battlecontent on this system. Imagine a lvl 70 mob had the stamina bar... GL with that fight.
i said this several times, i dunno why so many people felt like it was unique... it was a copy that was broken and took you out of the combat flow rather... Perhaps they wanted this for the people who fail to time a SC but i would have rather seen something like some symbols poping up on the screen so THESE people can react on it. This wouldnt feel this stupid and
it would be integrated in the flow of battle and not feel like this "pause" ==> wait "boom" mode we have right now.
Anyone defending this well... just look at the population. And BR wasnt something people appreciated a lot.
for me, the core system of BR is fine right now. The main trouble are the debuffs: they last too short and their effect is quite low.
But well, they are working on revamp it, we'll see what they pull out
ps: ppl didn't run away for regiments, but the battle system in general isn't good.BR was simply broken
BR's are definitely poorly implemented. I mean it's not a HORRIBLE idea but, it's boring. It's a skillchain that holds your hand for you. It's like playing a fighting game where you mash one button and it does an entire combo.
Booooooooooooring.