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  1. #521
    Player
    Physic's Avatar
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    Apr 2011
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    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by kukurumei View Post
    Why must you guys make multshot or any skill for that matter so complicated? what's so "special" about multishot it can be dumb down or changed like any other skill.

    really arcs... prissy because their reign might be over.

    FYI FF14 isn't the first game with an archer or range attacker for class. It'll work, easily.

    Heck, why are we even talking about "playstyle"? The playstyle is an abomination, that we wanted change from day 1.

    That's the goal, not the roadblock.
    im not an archer main, i would never be an archer main, i think archers will probably need some changes because their dps is too high for too little risk. That said archer actually feels like you re playing a different class, its basic style of play is different. they can hold back, and do burst damage, but still actually do High DD, they can choose to buff 1 arrow, 2 arrows. The way multishot works and the choices they make, make it at its basic level even outside of WS and skills feel like a different playstyle, this is good imo. Making them use a more standard AA for tp and use multishot with no choices (the choice being choosing steady damage or choosing burst damage, high hate from buffs, or high tp gains etc) just sounds like you play it the same way other DD play only you do it from far away.

    Im just against every class playing the same way. One interesting facet of this AA system is the archer can choose to increase his damage, and his risk by getting in close, or choose to act safely from a difference, and adapt to that on the fly. Thats another interesting mechanic, and may be a balancer for archers damage with no risk if balanced right. My only beef with this archer plan they have presented, is it seems to give them way more options than other classes, but we ll see how it works out once the basic skills are added.

    I must say making pugilist an MP user doesnt seem to be a good idea to me, unless they alter the way mp is regained or give more option, but we ll see what the full plan is. The key here i think is building different play styles for different classes, make them interesting in thier own way. The way the other dude is talking about setting up archer seems to not leave many options for playstyle, and only give one path, and not that much descions of import in battle, under his system it seems like thier is one way to play archer, i can almost imagine the macro, In the new suggested system, you can use his style, you can use the stacking multi shot style, you can use a go in close style with a multi shot style, or many variations.

    his method sounds to me like, stand far away AA use multi shot whenever its up, use tp whenever you get it, its just a robot, multishot is partial;ly balnced by the fact that you dont attack while stacking it.

    Nerf ranger if you want, but dont make it a less entertaining job with less viable options of play is what im getting at.

    the playstyle is an abomination to YOU, many people enjoy archer, but even if you hate the current playstyle, there is no point to multiple classes if they all play the exact same way. Each class should bring a different style of play to the table. That was one of the huge flaws with ffxi that they slowly fixed over years of rebalances.
    (0)
    Last edited by Physic; 06-16-2011 at 07:55 PM.

  2. #522
    Player
    Cutriss's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    369
    Character
    Beat Daisukenojo
    World
    Hyperion
    Main Class
    Conjurer Lv 51
    Quote Originally Posted by Nix View Post
    I'm still not seeing how that would be great, merely switching between passive/active mode freezes you on the spot for a few seconds while you pull out your weapon or put it away. And what if bind doesn't stick? You're stood there like a lemon again trying to get your weapon out to land a close shot or shadowbind while continually being forced into passive/active modes.

    Easier just to hit 1.
    Apparently I left this discussion a bit too early last night.

    I think the thing you're missing is that the transition time you mention is going away. It's shown in the video.
    (0)

  3. #523
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    Mar 2011
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    Ranged attacks should not have auto-attack. End of story. Period. Deal with it.

    It's fine on melee attacks, it's fine on pussy THM/CON invisible no-animation darts, it's not fine when enmity jacking high damage is being produced from a distance by a squishy target and it's not fine when you have a limited amount of ammo.
    (1)

  4. #524
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    May 2011
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    31
    really arcs... prissy because their reign might be over.
    Look I dont care about being 1st or 2nd on DPS. But I do care about good game design that gives archers an ranged auto attack along the same capacity as every other Battle Class. They leave us out for convenience to push out the patch fast. Fine, but dont leave it that way.

    CC fixes turn away? that is an archaic and bad design. Though with AA they really should have an option to not AA. i guess the option is to select another mob, but what if there is no mob to select. It really sounds bad. they should just have made AA a button you toggle on and off.
    I just gave a suggestion on how to fix it and deal with the issue that so many here bark about. CC control being broken on Auto Attack hits. Crowd Control could still be broken from a melee AA with the current system. Everyone has to deal with CC targets in some way, or they need to give some change in the mechanic. That will probably come with the next patch as the Battle Reform Blueprint states. Ranged Auto Attack or Melee Auto Attack could still break CC, both have to deal with it the same way.

    My thought would be to give the monster some animation timer that buffers the CC from breaking. Similar to how a monster sleeps in Monster hunter. You get the sleep status off, monster starts sleep animation, if you hit them when they are moving your fine, but when they stop and you continue hits, they wake up. The game gives enough time for smart players to unselect or turn away to stop attacks.

    Dont let them design more garbage into this game. Melee Auto Attack for a ranged class is garbage.
    (0)

  5. #525
    Player
    AlexiaKidd's Avatar
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    Mar 2011
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    Character
    Alex Kidd
    World
    Spriggan
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    Marauder Lv 90
    Wow still arguing about Archers and auto attack when it has already been stated Archers will not have a ranged auto attack. They will however have a close ranged auto attack that doesn't use arrows. This leads me to believe it will be the same as FFXI and Archers will get a melee weapon of sorts to use for auto attack if they want, then play as normal with their bows.
    (0)

  6. #526
    Player
    Cutriss's Avatar
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    Mar 2011
    Location
    Gridania
    Posts
    369
    Character
    Beat Daisukenojo
    World
    Hyperion
    Main Class
    Conjurer Lv 51
    Quote Originally Posted by AlexiaKidd View Post
    Wow still arguing about Archers and auto attack when it has already been stated Archers will not have a ranged auto attack.
    Of course we are, because some of us think it should be different. Derp?
    (1)

  7. #527
    Player
    Physic's Avatar
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    Apr 2011
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    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by Takahime View Post
    Look I dont care about being 1st or 2nd on DPS. But I do care about good game design that gives archers an ranged auto attack along the same capacity as every other Battle Class. They leave us out for convenience to push out the patch fast. Fine, but dont leave it that way.



    I just gave a suggestion on how to fix it and deal with the issue that so many here bark about. CC control being broken on Auto Attack hits. Crowd Control could still be broken from a melee AA with the current system. Everyone has to deal with CC targets in some way, or they need to give some change in the mechanic. That will probably come with the next patch as the Battle Reform Blueprint states. Ranged Auto Attack or Melee Auto Attack could still break CC, both have to deal with it the same way.

    My thought would be to give the monster some animation timer that buffers the CC from breaking. Similar to how a monster sleeps in Monster hunter. You get the sleep status off, monster starts sleep animation, if you hit them when they are moving your fine, but when they stop and you continue hits, they wake up. The game gives enough time for smart players to unselect or turn away to stop attacks.

    Dont let them design more garbage into this game. Melee Auto Attack for a ranged class is garbage.
    i dont think they are doing it to rush, i think they are doing it because they dont think archers should be AAing. should archers be able to move while shooting? because melee AA will not have animation lock supposedly, if you cant move while shooting, do you really want some random periodic skill stopping you?

    why shouldnt you be able to move while ranged attacking? probably because with fleet of foot you can stay out of range forever if you have a circle to run, not to mention you get flee on archer.

    Doesnt seem like a good idea in a number of ways to me.
    (0)

  8. #528
    Player
    Physic's Avatar
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    Apr 2011
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    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by AlexiaKidd View Post
    Wow still arguing about Archers and auto attack when it has already been stated Archers will not have a ranged auto attack. They will however have a close ranged auto attack that doesn't use arrows. This leads me to believe it will be the same as FFXI and Archers will get a melee weapon of sorts to use for auto attack if they want, then play as normal with their bows.
    they already said thier plan, i think he is expressing his displeasure with that plan.
    (1)

  9. #529
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    Mar 2011
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    Limsa Lominsa
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    296
    Quote Originally Posted by Takahime View Post
    Bad coding is still bad coding. Do you want something fixed or still limping along with bad code structure for release version 2.0?
    So, you've seen the code?
    (2)

  10. #530
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    May 2011
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    i dont think they are doing it to rush, i think they are doing it because they dont think archers should be AAing. should archers be able to move while shooting? because melee AA will not have animation lock supposedly, if you cant move while shooting, do you really want some random periodic skill stopping you?
    Everything about this smells of a rush job, and I dont blame them, but they should consider not keeping it this way. If an archer or ranger wants to attack, they have to still input every single command and the battle blueprints stated they wanted to move away from that. Melee Auto Attack for a Ranged class isnt the answer.

    Regarding movement, there are a number of ways to code in restrictions for movement and auto attack, the same restrictions to movement that would apply to Melee should apply to all.

    Doesnt seem like a good idea in a number of ways to me.
    Fine, I get that you and dozens of others here are so desperate to stop Ranged Auto Attack for some stupid reason. But think for a minute, do you really want this game to expand its player base? Do you think it will attract new players if this design garbage still persists with a new design team? Do you want to see them close the doors on this game because they keep taking the easy way out and players move on?
    (1)

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