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  1. #1
    Player

    Join Date
    Apr 2011
    Location
    Uldah
    Posts
    126
    Here's what I want to see when its all done over the next few updates.

    - Classes to be unique, Conjurer's should have to pick whether they want to be a Black Mage or a White Mage, We don't need FFXI: SMN2.0 where you're only brought to the endgame event because you can cure people when we get more challenging content.

    - Protect and Shell to last 30 minutes, All buff's are now auto-aoe.

    - Stamina to either be removed or heavily modified so it doesn't hinder the speed of battle. I just think it slows down the battle pace way too much because you're waiting on it to refill to hit the next action.

    - I would like to see an Aggro meter under the current targets HP BAR, 0-25% the bar is blue, 25-75% the bar is yellow, 75-100% you're about to get aggro and goes red.

    - Abilities generate way to much aggro like Bloodbath, ferocity etc.

    - Animation locks to be completely done away with. I like the sidestepping of certain tp moves but animation locking currently makes this a really bad mechanic.

    - Active and passive mode done away with, seriously, its nothing but a slowdown and screws over abilities like "quickstride" by the time you go from active to passive 4-5 seconds is almost wasted. LNC's fleet of foot will have to be changed into a buff of some sort.

    - Stats working, this just blows my mind they don't work correctly.

    - DLVL becoming much more balanced, level difference is too overpowered in current combat.

    This is basically what I'm expecting over the next few updates.
    (1)
    Last edited by Burn; 05-14-2011 at 08:31 PM.

  2. #2
    Player
    Rentahamster's Avatar
    Join Date
    Mar 2011
    Location
    Lindblum MRD50/THM50/LNC50
    Posts
    2,823
    Character
    Renta Hamster
    World
    Sargatanas
    Main Class
    Gladiator Lv 50
    Excellent points, I agree with most of it

    I especially like this one:

    Quote Originally Posted by Burn View Post
    - I would like to see an Aggro meter under the current targets HP BAR, 0-25% the bar is blue, 25-75% the bar is yellow, 75-100% you're about to get aggro and goes red.

    It might be hard to read with multiple targets, though.
    (0)

  3. #3
    Player
    Physic's Avatar
    Join Date
    Apr 2011
    Posts
    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by Burn View Post
    Here's what I want to see when its all done over the next few updates.

    - Classes to be unique, Conjurer's should have to pick whether they want to be a Black Mage or a White Mage, We don't need FFXI: SMN2.0 where you're only brought to the endgame event because you can cure people when we get more challenging content.

    - Protect and Shell to last 30 minutes, All buff's are now auto-aoe.

    - Stamina to either be removed or heavily modified so it doesn't hinder the speed of battle. I just think it slows down the battle pace way too much because you're waiting on it to refill to hit the next action.

    - I would like to see an Aggro meter under the current targets HP BAR, 0-25% the bar is blue, 25-75% the bar is yellow, 75-100% you're about to get aggro and goes red.

    - Abilities generate way to much aggro like Bloodbath, ferocity etc.

    - Animation locks to be completely done away with. I like the sidestepping of certain tp moves but animation locking currently makes this a really bad mechanic.

    - Active and passive mode done away with, seriously, its nothing but a slowdown and screws over abilities like "quickstride" by the time you go from active to passive 4-5 seconds is almost wasted. LNC's fleet of foot will have to be changed into a buff of some sort.

    - Stats working, this just blows my mind they don't work correctly.

    - DLVL becoming much more balanced, level difference is too overpowered in current combat.

    This is basically what I'm expecting over the next few updates.
    expecting? or wanting? because i never saw them mention anything about aggro monsters, and i think people might not like that idea.
    Btw stats work, correctly, they just said its complicated. I did some testing and i see the past relationships roughly. but its pretty likely that they are going to alter stats in some way, they may take out stat allocation completely.

    Active and passive mode is another thing i never saw them mentioning, they may choose to get rid of it, but i wouldnt expect it. And personally i dont think it would add much to the game if they did. btw if they wanted quickstride to not be effected by active and passive, it would be simpler to just make it a buff that doesnt require active mode, like all the gathering run speed skills. I think it was intended that you can choose to lose a few seconds, its faster than regular run speed even with your weapon drawn i believe.
    (0)

  4. #4
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Burn View Post
    - Classes to be unique, Conjurer's should have to pick whether they want to be a Black Mage or a White Mage, We don't need FFXI: SMN2.0 where you're only brought to the endgame event because you can cure people when we get more challenging content.
    The only way that type of play would die is if you entirely lock out damage-centered casters from cures. Even if you add penalties to non-healing casters and toss in a trait to add cure potency, all you'd end up with is the "accepted" builds for casters including that trait and still shafting them with cure duty.

    I'm more partial to maintaining class flavor and accepting overlaps where reasonable. Jobs like Thief and Ninja could then technically be two different approaches to the same method. Thief being the guy that learns his dirty tricks on the streets while the Ninja could be the guy that was trained to do what he does. That also reduces the chances of fiacos like utsusemi repeating themselves while making both acceptable for a damage role (unlike XI where THF was shackled to the bad gimmick that was emnity control and NIN was taken in a completely different direction than intended).
    - Protect and Shell to last 30 minutes, All buff's are now auto-aoe.
    100% agree here.
    - Stamina to either be removed or heavily modified so it doesn't hinder the speed of battle. I just think it slows down the battle pace way too much because you're waiting on it to refill to hit the next action.
    I'm iffy on the topic of stamina, if only because I saw how haste was part of the arms race amongst melee classes in FFXI (store TP being the other part).
    - Animation locks to be completely done away with. I like the sidestepping of certain tp moves but animation locking currently makes this a really bad mechanic.
    This should have died with the new game engine. Animation locking was partly excused because of the PS2 limitations, but to see this again in a "next gen" MMO is disappointing.
    - Active and passive mode done away with, seriously, its nothing but a slowdown and screws over abilities like "quickstride" by the time you go from active to passive 4-5 seconds is almost wasted. LNC's fleet of foot will have to be changed into a buff of some sort.
    I agree on the transition from "weapons sheathed" to "in combat" needs to be streamlined.

    Personally, I'm more curious to hear how class dynamics are going to be affected by the overhaul.

    The concept of strategy worries me a bit, because in the context of encounters you'd need to add something beyond "stand in one spot and spam a certain weaponskill to trigger an incap". Of course, in Duelle Land that means boss mechanics and extra things to do during a fight (like a boss at the end of a Garlean Fortress that requires the off-tank to ride on a machine that suspiciously looks like magitek armor to assist the raid during the first two phases of the encounter), or the encounter itself reacting to your group composition (a boss doing certain things if you bring too many mage classes, something else if you bring too many melee, running in circles yelling "I AM SO CONFUSED" if you bring hybrids like Red Mages). The reason for my worries being that XI's encounter design was far from impressive.

    I wouldn't want to see that applied to open world mobs, though. Can't really make every mob you decide to fight feel like a boss. Makes things kinda silly, IMO.
    (0)
    Last edited by Duelle; 05-15-2011 at 07:24 AM.
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

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