We prepare by running lower lvl/ilvl instances to gear up for higher lvl/ilvl ones. We prepare by leveling CUL or purchasing food from the broker for whatever needed stat boost (be it a little bit more accuracy to boost us to cap, or some extra spell speed to get over some casting hump, or whathaveyou). We prepare by stocking up on stat potions for that needed burst of defense or damage or healing at just the right moment in a fight. We prepare by going through the melding process with any crafted gear so as to optimize stat distribution. We prepare by learning our class to the best of our ability and adapting and incorporating knowledge gained from new situations. We can even prepare by watching videos or reading guides on a particular fight if we so choose.
There is plenty of preparation that goes into playing one's character at the top of his or her game. "Ammo" mechanics are nothing more than pointless busywork.
Even if you remove "going through the vertical gear progression treadmill" from the preparation equation, you still have a heck of a lot to do. Or did you just ignore everything between the first and last sentences in my post? >_>Same could be said about 90% of the dungeons in this game excluding the optional/promotion quest ones if you consider preparing for raids as busywork - You only have to do them once and never touch them again in all reality, especially since FATE spamming gives you the better exp turn out.
Last edited by Naunet; 11-19-2013 at 02:59 AM.
Same could be said about 90% of the dungeons in this game excluding the optional/promotion quest ones if you consider preparing for raids as busywork - You only have to do them once and never touch them again in all reality, especially since FATE spamming gives you the better exp turn out.
Some complained about repairing gear yourself/at NPC being 'busy work' and "should be allowed to inside of dungeons".
How about a quiver equipment on the offhand slot that provides whatever bonuses to arrow attacks the devs want it to have and have it provide said bonuses for as long as the durability is above 0% to simulate arrow content?
They can make it unrepairable but deplete durability at a much lower rate (10x slower?) than the normal gear slots. Archers will have to get new quivers but at a reasonable pace so that they dont have to feel like they're losing inventory space and too much money. Besides, on the offhand armory, you only have the DoL and DoH and shields for pld and caster taking up space. Unless you have duplicates of types, you'll be using up about 13 slots for those, out of 25. That should be enough space for multiple quivers. Just toss out the depleted quivers when they 'break'.
I vote no. Yet another post wanting what FFXI had. Lets pay MORE gil for even MORE junk in this game. Also, lets take up MORE space in the inventory thats already too small at end game for those of us leveling multiple classes.
You want a quiver? Now you gotta pay for arrows. Run out in a dungeon andf can only do base damage? you're SOL
IF you want that then WHM and BLM's would have to have charge times to be able to use abilities not just cast times. You want to cast fire III? Sorry you havent powered up enough. You have to move away from an AOE? Oop, gotta start charging all over again.
For tanks and melee DPS, to keep it the same, their gear would have to shatter and cause them to lose major defense.
to change one and keep balance one must change everything. It's not gonna happen. Stop asking for things that would case a major downfall in this game. Yoshi himself even stated he wanted to bring NOTHING that has been done in previous FF Online games into this one. What OP is asking came from XI. It will never happen and it should never happen.
Last edited by KyteStones; 11-19-2013 at 03:24 AM.
My hats off to yoship's (hassle free, stress free, craft free, economy free, combat only players friendly) policy.
I hated how ffxi was too reliant on (almost everything tied to crafting but crafting is too painful so a select few that endured it gets to control the economy and squeeze people's gil wallet hard just so they can be effective in combat) aspects but yoship kicked it all the way to the other spectrum! Amazing! I'm not even sure why I'm even leveling crafting!
Cue housing replies.
We can't change any equipment during fights. Therefore, we would have to pick what arrow we use before you attack or get aggro.
Remember jobs are only allowed to have a certain number of abilities and spells. If you want abilities to change to a specific arrow for a shot, then the job would lose many of their limited ability slots just to be able to inflict a few status ailments that last a few seconds and that the monster may or may not be immune to already (if not, then it will build resistance quickly).
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