But in the current system you dont get TP when you dodge (Dodging being running in a straight line away), so why are you saying this bullshit that will be in both systems.you just arent understanding it.
with a cool down system lets say your best attack is on a 8 second cool down, and the fight lasts 40 seconds if you hit your WS as soon as it is up you get to do 5 WS in 40 seconds, if you delay to dodge WS you may only get 4 or 3. also you are not getting tp, or doing AA damage fore the 5 seconds it takes to dodge
Dodging isnt always about moving to the side, its sometimes about running far away.
point in case, rubyscale pteroc, tail chase huge aoe damage, long cast, giving you time to dodge. moving to the side wont help you, you need to run far from the enemy.
these cases you lose damage for dodging, tank and spank is encouraged, unless you absolutely have to move or die/suffer horrible debilitation you should just take all damage cause you are lowering your dps.
This thread is beyond retarded.
you really dont see? ok
lets say i am auto attacking if i move to dodge the monsters skill, for however long it takes to run away, and run back i am doing no damage, and gaining no tp, whatever dps that cause in damage, and WS from tp is lost
if you have stamina your stamina is probably half, you run away, you cant attack for that time, but by the time you go back, you can make up for it, since your stamina is full.
Essentially a major point of a stamina system is doesnt matter if i constantly hit the button, or i wait 10 seconds and hit the button, i will get the same amount of attacks in a 20 second period.
in AA any time you are out of AA range, you are losing attacks, and tp, you cant run back and throw 5 attacks, you just missed those opputunities.
to say it different,
stamina means i can throw 10 attacks however i want in 1 minute
AA means i can throw 1 attack every 6 seconds.
if i run from a mob for 30 seconds, in stamina system i can still land 10 attacks/gain 10 attacks worth tp
if i run for a mob for 30 seconds in a AA system it means i can only throw 5 attacks/gain 5 attacks worth tp
any situation where you get stopped, knocked away, slept, the monster runs you run, you have to wait for others, in a stamina system you dont lose the amount of skills you can perform
in AA in all of those cases you lose.
im not saying whether you care or think its important, but do you understand what people are saying the difference is? Its a big difference.
auto attack:
- simple, less tedious.
- unable to stop attacking while facing enemy unless turning around / move out of range / go to passive mode
(stop attacking to: not give crab type mob tp while its in defensive mode, more hate/enmity control for dps, not wanting to attack mobs with shock spike buff [like gnat] until it's dispelled, in pvp maybe when someone using punishing bard, there are various reason to stop attacking which i'm sure many mmo players understand - and it's much preferable not to turn around or going out of range, especially for a tank)
- however getting haste effect with auto attack will probably help to ensure the full benefit is obtained when fighting head on without movement ( no human / interface lag error )
- fight possibly, maybe, could get more action heavy since pressing "11111" for regular attack is out of the picture, depending how devs go with it - they can create more skills, but it may be tough since most attacking skills are related to tp and skills are limited by action points (though this is probably not the typical final fantasy style... but well there's only one other final fantasy mmo so who am i to judge)
no auto attack:
- repetitive 1 1 1 1 (believe me... my hand is hurting too), i dont really play that many mmo but, except ffxi, mashing buttons are pretty much everywhere whether it's the always the same button or combination of buttons - such as in wow / aion / blade & soul / diablo (more like mouse clicking maybe), keep in mind they are mmo with action bars , not action mmo like phantasy star online / monster hunter. those mmo i played do not require mashing button for regular attack of course, but regardless they are the same mashing button because skills are used repeatedly
- freedom to attack when you wish (please see above for reason to stop attacking a mob), also when you're fighting many mobs that are crowd controlled with ability such as sleep, you can cycle target cursor through the mobs without worrying accidentally attacking the mob (ffxi: "blm casts sleepga II" "thief auto attack, oops!" "blm casts sleepga II" "thief auto attack again, oops!" "blm pulls hate from casting too many sleepga II and dies" "blm - WTF you moron thf!") well, maybe not many people had experienced that, but that surely happened. actually this is not a big deal, but in ffxiv going from active to passive takes a while compared to other mmo, and the players even lose tp in addition when in passive mode.
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anyway... they are just two different systems with both good and bad qualities as many players have previously mentioned.
i think... if they just let you press "1" once, and the action icon lights up and keeps repeating the action at intervals, and press "1" again to turn off the action from repeating - that would probably helps players who dislike full running auto attack, but it is not going to bring the burst damage back from losing the stamina bar system.
p.s. sorry for the grammar / typo, english is not my main language
Correct. You get Stamina.
In the proposed system you get neither.
That's the entire point that was trying to be made, man.
It's that simple!
Imagine these two scenarios both occur in the span of 3 seconds, and in the scenario with auto-attack, the attack rate is one attack per second.
Auto-attack: Attack once, move out of range to dodge TP move and miss, move back in range and attack. (Total hits landed: 2)
Stamina: Attack once, move out of range to dodge TP move, move back in range and attack twice in rapid succession. (Total hits landed: 3)
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My Threads: http://forum.square-enix.com/ffxiv/s...vBForum_Thread
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