Please give us the ability to tell our squadron to ignore adds.
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Please give us the ability to tell our squadron to ignore adds.
Also give us a command for them to prioritise adds.
Problem probably is, the game likely has no way of recognizing "adds." A mob is a mob is a mob.
That's why they gave you the "Engage"/"Disengage" options.
I just wish the healer would actually heal themselves... I mean, the tank is 80% hp and the healer casts cure II... but the healer is at 20% hp and casts Stone II?
also can the they get advance jobs like paladin and such
There must be someway to distinguish between a boss and everything else. And if they could go to a full on Gambit system that would be amazing.
The game actually tells you before hand if a group of enemies will aggro as a group. If you stop and look you will see lines that link grouped mobs together. There's no reason the NPCs shouldn't be able to distinguish between trash pull groups that need aoes and boss mechanics where the tank shouldn't be running around for every tonberry that will be dead before they reach it.
Just kill things before adds are a problem.
https://youtu.be/NsoEt_3VPog
And believe me I do use those commands as need be. However, there are times when that is terribly inconvenient.
The main incentive for me making this thread is actually the Tonberry King. The tank npc goes out of their way to attack all of the adds, including the stabbers, when all I need/want them to do is tank the boss. As a dps I go after the adds and take them out easily, but it's rough on the squadron when the tank runs around attacking adds with the boss in tow. Not only do I have to attack the adds immediately to kill them but I also have to stop and spam engage on the boss so the tank stops chasing the adds.
I think really, until devs provide some tweak or improvement to give a little more control, we won't have that ability. I hope it's possible through some means; I'd love to see being able to give proper commands and directions through signs and waymarks (my personal favorite possibility) or anything else they come up with. But with the simplistic code we're starting with, just gotta make due.
And while I agree that more control would make things easier, maybe, for now, the way devs set things up, maybe they intended it to be this awkwardly challenging.
I've made it up to Stone Vigil, where I hit my first death/wipe. The problem I'm hitting is positioning, and getting caught off guard as a healer, or the squad ending up stacked on the tank.
Would something like you said that ignores adds but called say Focus. Problem is how do you get the tank to be told not to focus on adds while you and others can? Someone can probably remember, was the implementation of something similar to FF-12 Gambit system going to pop up? Or was that just talk that got jolted up here?
Gambits, while not needing to have so many categories, would make things maybe a bit better. You would still need a toggle, what would make the bosses differ from normal trash adds that they could use to tell them apart?
They can do alot of things with gambits if the resources is worth it.
Gambit Pathing:
- Tank gambit set to auto engage section by section after one section is cleared walking through dungeon unless commanded to wait.
- Healer gambit can be set to stay 10 yalms away from tank.
- DPS can be set to stand to flank or rear of tank's target.
They can have group gambit formations:
- Pincer= DPS stand behind enemy/enemies, tank in front, healer stand behind DPS
- Cross= DPS stand to flanks, tank in front, healer in back of enemy/enemies
- Spread= All allies run away from each other upon you disengaging.
- Follow= All allies follow your path upon disengaging.
- Focus= All allies focus on your target ignoring adds.
- Free= All allies hit any target when you are engaged.
Then there is the priority gambits via AI programming:
- Healer will prioritize healing when any ally is 70%,or whatever percent you set.
- Healer will prioritize healing tank before DPS if all allies are below the set percent and spread to far for aoe heal.
- Healer will prioritize aoe heals when all allies are below threshold set and with aoe range.
- Healer will apply damage shield when x skill is used by enemy.
- DPS will AoE when more than 3 enemies are engaged and in range.
I am just throwing some stuff out there but they still employ the man who designed gambits and I am sure he could come up with a really intuitive system even if he didn't work on it personally here, his knowledge could help the dev team make a vastly improved AI.
As for how to mark bosses different from normal enemies?
They could easily add an enemy list for each dungeon. Have bosses marked as bosses and trash marked as trash.
Example:
Firemane= Boss
Fire wisps= Trash
Set gambits pre dungeon who to prioritize to kill
Thunderclap Guivre= Boss
Lightning elementals= Trash
Set gambits pre dungeon who to prioritize to kill
Tangata= Boss
Fire Wisps= Trash
Set gambits pre dungeon who to prioritize to kill
Just allow us to set priorities on each monster in dungeon pre dungeon in the list. Which would be remembered and saved until we choose to alter the priorities. Just imagine a map of said dungeon with a UI list on the side where you could set enemy priorities or draw a path for the tank to follow.
I'm not sure if Squadron meant to be something complex strategy like verminions.
They don't have to know the mobs, they just have to do proper skills on the target we selected.
A separate single target and AoE Engage button is enough for me.