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  1. #1
    Player
    Tupsi's Avatar
    Join Date
    Feb 2012
    Posts
    3,149
    Character
    Odsarzol Que
    World
    Balmung
    Main Class
    Arcanist Lv 80
    Well, in short let's put it this way:

    1.23:
    Combo System - Many positioning requirements and other factors met (i.e dodge/missed an attack/evade/under x effect etc)
    ARR:
    Combo System - Very very few positioning requirements that hardly matters outside of Monk.

    1.23:
    Battle System in General - The game was on an engine not suited for MMOs so it had some core problems, so if you wish to have experienced it, take what we got with ARR now and add depth and more involvement into it ontop of gear actually meaning something:



    I'm also in the camp that 1.23's battle system was better and assumed ARR's would have been an extension of it, making it even better.
    (31)

  2. #2
    Player
    Hikozaemon's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    456
    Character
    Hikozaemon Kenkonken
    World
    Hyperion
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Tupsi View Post
    Well, in short let's put it this way:

    1.23:
    Combo System - Many positioning requirements and other factors met (i.e dodge/missed an attack/evade/under x effect etc)
    ARR:
    Combo System - Very very few positioning requirements that hardly matters outside of Monk.

    1.23:
    Battle System in General - The game was on an engine not suited for MMOs so it had some core problems, so if you wish to have experienced it, take what we got with ARR now and add depth and more involvement into it ontop of gear actually meaning something:



    I'm also in the camp that 1.23's battle system was better and assumed ARR's would have been an extension of it, making it even better.

    you obviously dont know how MNK works in ARR its nothing but constant position changes. u have be moving all around to maximize dmg
    (0)

  3. #3
    Player
    Vensaval's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    251
    Character
    Vhen'li Sahval
    World
    Famfrit
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Hikozaemon View Post
    you obviously dont know how MNK works in ARR its nothing but constant position changes. u have be moving all around to maximize dmg
    To be fair, Monks are the only class that require constant movement/position changes other than Dragoon, but to a far lesser extent.
    (0)

  4. #4
    Player
    Join Date
    Mar 2011
    Posts
    4,948
    Quote Originally Posted by Tupsi View Post
    Well, in short let's put it this way:


    1.23:
    Combo System - Many positioning requirements and other factors met (i.e dodge/missed an attack/evade/under x effect etc)
    ARR:
    Combo System - Very very few positioning requirements that hardly matters outside of Monk.

    1.23:
    Battle System in General - The game was on an engine not suited for MMOs so it had some core problems, so if you wish to have experienced it, take what we got with ARR now and add depth and more involvement into it ontop of gear actually meaning something:



    I'm also in the camp that 1.23's battle system was better and assumed ARR's would have been an extension of it, making it even better.
    I'm not in this camp personally, for the most part ARR's combat is more fluid, snappy, faster. Some issues remain, but I think they went overboard with the positional/conditional requirements as it led to too large a number of skills simply being ignored because they could rarely be activated. The combo system was mostly retained; Battle Regimen was a good idea in theory (basically skillchains that could be executed automatically with the right timing and sequence) but was horribly implemented and ended up only being functional at all with extreme coordnation, ironically the issue with skillchains that BR was trying to lessen.

    That being said, what I DO miss is gear with special effects (like what you pictured) ; a few event items do have special effects listed on them, so we know they're possible, but they're mostly absent from all gear (the only one that exists on a crafted item i know of is increased spiritbond gain). I would really like to see gear with unique and/or job specific bonuses to show up, it would really spice things up a bit.
    (2)

  5. #5
    Player
    Alkimi's Avatar
    Join Date
    Jan 2012
    Posts
    713
    Character
    Alkimi Asura
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 70
    Quote Originally Posted by Tupsi View Post
    ontop of gear actually meaning something:

    Yoshi-P has mentioned that they will introduce gear at a later stage with more variety in stats. For launch they were very concerned about balance and wanted to keep it fairly simple.
    (0)