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  1. #1
    Player
    omfgwtf's Avatar
    Join Date
    Mar 2014
    Posts
    43
    Character
    Popimp Ofasura
    World
    Midgardsormr
    Main Class
    Alchemist Lv 50
    id like to see resistances and buffs played out in this game. right now the job/combat system is dreadfully bland. and the only thing they can do is make you have to dodge stuff... that's not how an rpg game is supposed to be.. final fantasy has never been a hack n slash game lol not sure why they did it on this one... but like in other ff games.. drgs could intimidate dragons or do higher dmg to wyvern type mobs.. elementals were crushed by mages... flying mobs were weak to piercing.. hard mobs were weak to blunt.. why is none of this in ffxiv? you literally don't have to think in this game.. well not to the extent im used to.. you just have to dodge stuff and dps, tank, heal.. there is really no final fantasy traits. id love to see them come into this game.
    (0)

  2. #2
    Player
    NovaUltimatum's Avatar
    Join Date
    Aug 2013
    Posts
    368
    Character
    Nova Ultimatum
    World
    Moogle
    Main Class
    Thaumaturge Lv 92
    Quote Originally Posted by omfgwtf View Post
    id like to see resistances and buffs played out in this game. right now the job/combat system is dreadfully bland. and the only thing they can do is make you have to dodge stuff... that's not how an rpg game is supposed to be.. final fantasy has never been a hack n slash game lol not sure why they did it on this one... but like in other ff games.. drgs could intimidate dragons or do higher dmg to wyvern type mobs.. elementals were crushed by mages... flying mobs were weak to piercing.. hard mobs were weak to blunt.. why is none of this in ffxiv? you literally don't have to think in this game.. well not to the extent im used to.. you just have to dodge stuff and dps, tank, heal.. there is really no final fantasy traits. id love to see them come into this game.
    I agree, there is a great simplicity in place to the general flow of battle. We have systems in place for:

    Elemental Resistances:
    - Fire
    - Ice
    - Wind
    - Earth
    - Lightning
    - Water

    Status Resistances
    - Slow
    - Silence
    - Blind
    - Poison
    - Stun
    - Sleep
    - Bind
    - Heavy

    Physical
    - Slashing
    - Piercing
    - Blunt

    but nobody is really concerned what any of the values they have for these properties they have. All that matters are your core attributes, your rotation and dodging. The thing I'm really confused about at the moment is what good it's going in the long term for SMNs. As more egis get added, without any elemental wheel we're just going to keep making more egis obsolete for maximizing DPS.
    (1)

  3. #3
    Player
    Garlyle's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    1,349
    Character
    Alvis Yune
    World
    Adamantoise
    Main Class
    Fisher Lv 70
    Quote Originally Posted by NovaUltimatum View Post
    but nobody is really concerned what any of the values they have for these properties they have. All that matters are your core attributes, your rotation and dodging.
    Well, Stun or Sleep resistance are actually pretty highly valued in PvP. That aside, the major difficulty in designing content around these things is the choice you end up on:
    1. The use of ailments/elements isn't so deadly as to require these things, in which case people ignore them.
    2. The use of ailment/elemental resistance becomes necessary to handle a fight - in which case, classes without the proper tools can't participate, players that haven't farmed up a bunch of x gear can't participate/get complained at because they're ill equipped for the fight, etc; creating content that an even smaller segment of the playerbase has the gear to actually tackle.

    2 is a valid route of design, but XIV is probably not going to take that route, not without a significant set of changes.
    (0)

  4. #4
    Player
    NovaUltimatum's Avatar
    Join Date
    Aug 2013
    Posts
    368
    Character
    Nova Ultimatum
    World
    Moogle
    Main Class
    Thaumaturge Lv 92
    Quote Originally Posted by Garlyle View Post
    Well, Stun or Sleep resistance are actually pretty highly valued in PvP. That aside, the major difficulty in designing content around these things is the choice you end up on:
    1. The use of ailments/elements isn't so deadly as to require these things, in which case people ignore them.
    2. The use of ailment/elemental resistance becomes necessary to handle a fight - in which case, classes without the proper tools can't participate, players that haven't farmed up a bunch of x gear can't participate/get complained at because they're ill equipped for the fight, etc; creating content that an even smaller segment of the playerbase has the gear to actually tackle.

    2 is a valid route of design, but XIV is probably not going to take that route, not without a significant set of changes.
    Good point about PvP, I forgot it's useful there. My post is directed purely at PvE in that case. We already have useful mechanics available on some but not all jobs though (i.e. silence/stuns that can interrupt mob mechanics).

    As for requiring them, you just need to make sure that the scaling is done right so there's a noticeable help with having attribute/elemental gear than not focusing on it at all. Parties should still be able to clear content without them, they just can't make use of the enemy weakness as much.
    (0)

  5. #5
    Player
    Angry_Goat's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    24
    Character
    Angry Goat
    World
    Siren
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by NovaUltimatum View Post
    I agree, there is a great simplicity in place to the general flow of battle. We have systems in place for:

    Elemental Resistances:
    - Fire
    - Ice
    - Wind
    - Earth
    - Lightning
    - Water

    Status Resistances
    - Slow
    - Silence
    - Blind
    - Poison
    - Stun
    - Sleep
    - Bind
    - Heavy

    Physical
    - Slashing
    - Piercing
    - Blunt

    but nobody is really concerned what any of the values they have for these properties they have. All that matters are your core attributes, your rotation and dodging. The thing I'm really confused about at the moment is what good it's going in the long term for SMNs. As more egis get added, without any elemental wheel we're just going to keep making more egis obsolete for maximizing DPS.
    I feel like we need more content that relies on resistance of elements and such. I remember playing Diablo II back in the day, and when you get to Hell mode you'd BETTER have some good Elemental resistence or you're going nowhere
    (0)