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  1. #1
    Player

    Join Date
    Jun 2011
    Posts
    117
    I am all for the removal of arrows/ammo for archers. As for the "damage mod" you are referring to,it should be time based and not permanent. In Guild Wars it was a skill in which lasted for about 30 seconds, i am more for something like that than permenent.
    (0)

  2. #2
    Player
    Zanfire's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    821
    Character
    Zanfire Leoz
    World
    Sargatanas
    Main Class
    Lancer Lv 60
    Quote Originally Posted by geniusprime View Post
    I am all for the removal of arrows/ammo for archers. As for the "damage mod" you are referring to,it should be time based and not permanent. In Guild Wars it was a skill in which lasted for about 30 seconds, i am more for something like that than permenent.
    Thats actually a pretty decent idea too, not sure why nothing liek this ever came up for them. Anything seems better then being an auto rock chucker.
    (0)

  3. #3
    Player

    Join Date
    Apr 2011
    Location
    Limsa Lominsa
    Posts
    52
    Why not leave it the way it is? I like the manual input since you can control the flow of battle and manage your hate. In XI as a ranger I was sometimes asked to slow down in pts and I could easily accommodate this request if I wanted to without disengaging. In Aion Rangers had an autoattack and it consumed arrows but there was only one type of arrow, not different types like in this game and XI. Also the autoattack was pretty weak and it was better to just rotate abilities.

    Archers are already very strong in this game and they are this game's ranged attackers. They SHOULD be at a disadvantage at close range, that's the trade off for being an excellent ranged attacker.
    (3)

  4. #4
    Player
    Celtodeno's Avatar
    Join Date
    Mar 2011
    Posts
    213
    Character
    Critin' Tarantino
    World
    Balmung
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Morningstar View Post
    Why not leave it the way it is? I like the manual input since you can control the flow of battle and manage your hate. In XI as a ranger I was sometimes asked to slow down in pts and I could easily accommodate this request if I wanted to without disengaging. In Aion Rangers had an autoattack and it consumed arrows but there was only one type of arrow, not different types like in this game and XI. Also the autoattack was pretty weak and it was better to just rotate abilities.

    Archers are already very strong in this game and they are this game's ranged attackers. They SHOULD be at a disadvantage at close range, that's the trade off for being an excellent ranged attacker.
    Agreed! If you are worried about your melee attack as an archer, i dont think you really wanna be an archer. I cant think of a single final fantasy game where the physical range class had an equal melee component. If i remember correctly, if Tactics you had to be a certain distance away to attack.

    Keep archers strong, dont dilute them with Infinite Arrows and Melee Attacks!
    (2)
    Last edited by Celtodeno; 07-06-2011 at 11:44 PM.

  5. #5
    Player

    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    315
    Quote Originally Posted by geniusprime View Post
    I am all for the removal of arrows/ammo for archers. As for the "damage mod" you are referring to,it should be time based and not permanent. In Guild Wars it was a skill in which lasted for about 30 seconds, i am more for something like that than permenent.
    No, because different types of ammo can be used for strategic purposes, such as using arrows of different elements, sleep arrows, stun arrows, poison arrows, etc... Also doing this will take a cut from my income selling arrows.
    (1)