Wow had a good idea about that : there is a small shield near the enemy casting bar to tell if a spell can't be interupted.



If bosses were vulnerable to stun/silence/etc.. then Jobs without those skills would be "disadvantaged" in those fights.
It's the same reason that there is no elemental wheel in the game.
In ARR, our "skills" serve as thinly-disguised DPS/Healing/Tanking minigame. Just hit the buttons in the pre-scripted order if you want to get the most out of your role.
Bosses add another layer to the minigame by making you memorize and dodge their pre-scripted moves while you simultaneously play the Job skill-rotation minigame.
Gear is reduced to a sterile iLvl stat that has minimal impact on the boss battles.
Even after casual play, you start to notice that the RPG gaming experience in ARR is insultingly shallow -- there are virtually no meaningful choices to make the game.![]()
Last edited by Zantetsuken; 06-26-2014 at 10:37 AM.

People have basically outlined the problems of both ends of the spectrum already.
highly effective status effects trivialize some content and make certain classes very desirable over others.
ineffective status effects make things a bit stale and stagnant but every class gets a fair shake.



You can faceroll multiple jobs to lvl 50 in this game, so there is no reason that players shouldn't be able to change to another job if needed.People have basically outlined the problems of both ends of the spectrum already.
highly effective status effects trivialize some content and make certain classes very desirable over others.
ineffective status effects make things a bit stale and stagnant but every class gets a fair shake.
Furthermore, rewards could be specifically tailored to those jobs which have an advantage in those fights.
Sadly, changes of this sort would require a complete 180° in the development approach to ARR. I wouldn't hold your breath.

You can faceroll multiple jobs to lvl 50 in this game, so there is no reason that players shouldn't be able to change to another job if needed.
Furthermore, rewards could be specifically tailored to those jobs which have an advantage in those fights.
Sadly, changes of this sort would require a complete 180° in the development approach to ARR. I wouldn't hold your breath.
Yeah. Eh.
I'm happy with being a career monk atm at least.

It's not about whether they're able to change, it's that they shouldn't have to.You can faceroll multiple jobs to lvl 50 in this game, so there is no reason that players shouldn't be able to change to another job if needed.
Furthermore, rewards could be specifically tailored to those jobs which have an advantage in those fights.
Sadly, changes of this sort would require a complete 180° in the development approach to ARR. I wouldn't hold your breath.
If someone likes playing one class, why should they be forced to changed to another in order to participate in a boss fight? It's exactly why they removed the elemental wheel, as well as why status effects don't work on bosses in so many multiplayer games. In SE's case, I'd have to say they somewhat learned from experience, as XI was intensely restrictive as to what classes were useful in what battles. Now we have the opposite, all classes are useful in all battles... but it comes at a price.
That price lets us all play whatever class we most enjoy though, so I say it's worth it.
http://na.finalfantasyxiv.com/lodestone/character/1556132 ~ Lynia Celeste

They should allow us to use the abilities we get from lvling on bosses, it really wouldn't break anything ( except maybe stun, which can remain immune , or at the very least cant stun certain moves ). It just seems silly that they took the time to give use this stuff, just for it to go to waste at endgame, or in some cases never have a use to begin with, I.E dispel.
Honestly, does it even matter if they are immune? Unlike in, say, FFXI, where debuffing a monster gave tangible effects, hitting a mob with, say, Blind, isn't particularly useful. First off, its effect on the mobs hit rate is negligible, and it will VERY QUICKLY become resistant.
Maybe if there was actual Evasion, and stuff like Blind/Flash gave you more than a wild chance to have a real effect on the monster's accuracy.
Basically, I think there are problems with the overall design before you even start talking about immunity. It would be nice if debuffs, etc. meant something, and/or fighting monsters other than bosses were even anything worth talking about.
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