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  1. #21
    Player
    Daragust's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    94
    Character
    Daragust Skylles
    World
    Hyperion
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Ilenya View Post
    I'd imagine the issue is at this point that any major elemental weaknesses/strengths would make BLMs scream in one way or another, and tweaks minor enough to not cause that won't really affect anything. Kinda backed themselves into a corner splitting the elements between THM and CNJ, but it's a little late to fix now.
    This could be negated by giving BLM a single target and an aoe that were element neutral like scathe that were lower damage. It would mean that there were fights where BLM were sub optimal but they would still be playable. However, if they went the route of adding back in the elemental wheel they should also add in mobs with higher/lower slashing, piercing and blunt resistances as well. This would even the score among the other dps and could add yet another layer of strategy into fights.
    (0)

  2. #22
    Player
    LineageRazor's Avatar
    Join Date
    Dec 2013
    Posts
    3,822
    Character
    Lineage Razor
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 90
    Quote Originally Posted by Felis View Post
    If you mean 1.0, the people didn't believed it. They only said it as a joke because crafting in XI worked like this.
    Even in FFXI, it was a myth, even though half the crafting community will swear on it as gospel. Skill-up rates were so absymally low and RNG-dependent, players would latch onto ANYTHING that would make them feel like they weren't wasting their time.

    However, folks that actually did the research, showed it was either all bunk, or any "boost" you got from direction or day was so miniscule as to not be worth considering. As an example, I read a study someone did once (long since lost the link, sadly) where they crafted several thousand of the same item (Ash Rod, I think? Something cheap, using Wind crystals) over a several weeks of different days and moon phases. His results indicated day has NO effect on HQ or success rate - though there was some indication that moon phase might have had an effect (but if it did, it was NOT the community-accepted new moon / full moon thing; instead it was like waning gibbous, or something).

    As any FFXI crafter if they've done any test like this to verify day/direction/moon phase, or even READ about anyone who has, and I guarantee you they'll say, "No, it's just common knowledge that it's true!" The best you'll get out of any of the lot is anecdotal stories like, "This one time, on Firesday New Moon I got, like, six HQs in a row!" Of course, since that crafter would ONLY craft on Firesday New Moon, he's bound to see a lucky streak every now and then, no?

    More on-topic, the loss of elemental effectiveness is a sad, sad thing. It's pretty much a Final Fantasy staple, and it breaks my heart that it doesn't even receive a nod in this game. That said, it's difficult to see how it would work. Even if you discounted the possibility that players would only invite certain jobs to certain events, the structure of spells and job abilities in the game means that certain elemental weaknesses would be silly. Ifrit is vulnerable to water? Send in the WHM to use Fluid Aura every thirty seconds! Elemental weaknesses only make sense if there are effective attacks of each element; right now only Earth (CNJ's Stone attacks) and Fire (THM's Fire attacks).

    Maybe they could add something like this to future Raids, where players are typically expected to construct their own party. Nothing major; something like "Fluid Aura will interrupt Gerthrot Firebreather's Firey Breath attack which is otherwise unstunnable". Players can survive the firey breath, but having a WHM along for Fluid Aura makes the fight a bit easier.
    (0)

  3. #23
    Player kidvideo's Avatar
    Join Date
    Sep 2013
    Posts
    803
    Character
    Ember Rage
    World
    Coeurl
    Main Class
    Arcanist Lv 80
    I want to use Cures on the undead.
    (10)

  4. #24
    Player
    Ulathskullsplitter's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    804
    Character
    Ulath Skullsplitter
    World
    Hyperion
    Main Class
    Dragoon Lv 90
    They removed the elemental wheel so every class would be even for every fight. Giving some bosses elemental weaknesses would make BLM overpowered for that fight or if the boss had elemental resistances BLM would be underpowered. This is what happened in 1.0. It made tuning fights impossible for the devs. Blame the people in 1.0 who would do 8 man BLM parties to burn down Garuda and whatnot. If you didn't have BLM leveled at a certain point in 1.0 you weren't getting a party. This is what SE wanted to avoid going into 2.0.
    (2)

  5. #25
    Player
    elreed's Avatar
    Join Date
    Mar 2011
    Posts
    810
    Character
    Don Elreed
    World
    Excalibur
    Main Class
    Archer Lv 50
    Quote Originally Posted by KhalidTheGreat View Post
    How did that work anyway?
    I never played 1.0 so I'm interested to know how different the gameplay was (Other than it was at a slower pace, glitchy .. etc.).
    1.0 had a lot of flaws, yes, but just because it was released too soon, that was a bad call from the directives.

    But if you check all the elements that 1.0 had compared to ARR, you are playing a totally different game, first the character build, you had 2 levels, one was physical like a general level that could level up along with your class level, but at a slower pace, you needed around 3 to 4 classes leveled to 50 to get it to 50, once at 50 you could start a class at lvl 1 but your stats would be capped, so it was easier to level new classes, you could move stats at your own will all the time, elemental resistance and other stats that weren't very clear helped to personalize your gameplay and matter a lot.

    The armoury system was very different from what we have now, it had a lot of flaws, but the main idea was to make pseudo jobs with all the classes, it was very important to level all your classes, you could make Red Mages, Dark Knights, Ranger, a full black mage or elementalist, paladin, pseudo dragoon, without jumps, etc. You could do lots of stuff with every class, because of all that freedom people misused some classes and people started to rage quit, in 1.19 to 1.23 they fixed the quantity of skills you could cross class so it was more organized, the system worked really good at that point.

    There was no auto attack, you had a stamina bar so if you used regular attacks too much it could be empty really soon and had to wait for it to replenish, so you had to manage that while getting TP to use a WS, there was a Battle regimen, that was something similar to Limit breaks now, but I think it was a bit more thoughtful, everyone in the party had to put a ws, normal attack or spell and depending in the order the damage done could be low or high, the incapacitation system, something that I really miss, was really good, added more depth to every boss fight, some NM's or bosses dropped items only if you incapacitated certain part of their body, like breaking the Ram NM left horn would give you a mat to make a gear piece or weapon or incapacitating and NM from Coerthas would give you some skin to make a piece of gear, and every class had certain WS that could hit certain body parts of mobs and you had to be in certain position to hit it, had lot more stuff like if you broke the Ram's horn it would stop doing a very high damage skill, so some fights could be made easier if you achieved incapacitation.

    The zones were larger, but copy pasted a lot, in some parts you could find certain unique elements too, that's a very good point for ARR zones are really awesome full of uniqueness, but they are missing the danger we had all the time, mobs were a lot tougher, we had open dungeons like copperbell mines, satasha, Mun Tuy cellar and there was another in the black shroud with higher level mobs, you could find NM's inside too. The weather was somewhat important like if it was raining in la Noscea it could pop the Ram NM and it had to be just at certain day time, Mor Dhona purple weather popped the Eye NM, Dodore, etc.

    Actually you can compare 1.0 zone dangers with ARR zone dangers in the North Shroud, theres 2 roads that lead to the little town in the north where Gerolt is(the relic crafter), one is where you cross the bridge and the others is where the giants are, try crossing both as 40 to 50, that's the difference, I would love having more of that in ARR.

    Hamlet defense and chocobo caravans were really good, first time I see a crafter in battle making their own part to help you win, caravans had their meaning and were entertaining, a big element they could add to ARR very easily.

    1.0 had lots of flaws but there's a lot of elements that I think could be used in ARR to give more depth to our gameplay, if you play Paladin, theres only one way to play it, that makes it boring in the long term, same for other jobs, if you don't do the same stuff that everyone else does you may lack damage, healing or tanking. In 1.0 we had several ways to play the same class and be good at the same time, that made it interesting and awesome.
    (2)
    Last edited by elreed; 06-27-2014 at 04:02 AM.

  6. #26
    Player
    Ilenya's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,508
    Character
    Aurora Vlondett
    World
    Balmung
    Main Class
    Arcanist Lv 100
    Quote Originally Posted by Daragust View Post
    This could be negated by giving BLM a single target and an aoe that were element neutral like scathe that were lower damage. It would mean that there were fights where BLM were sub optimal but they would still be playable. However, if they went the route of adding back in the elemental wheel they should also add in mobs with higher/lower slashing, piercing and blunt resistances as well. This would even the score among the other dps and could add yet another layer of strategy into fights.
    Bringing back the Astral/Umbral elements I recall existing would work as well. Make Astral work similar to fire but not proc Firestarter, and Umbral work like Ice, maybe balance the damage a bit (Though how you could do that and not break BLMs further is beyond me.), and then you could have Fire/Ice resistant mobs. I dunno, I don't actively play BLM to worry about balance issues.

    In regards to the different resistances to the War DPS, I figured Amon would do something like that, where he would shift what type of damage he was resistant to as the fight continued, similar to how his fight went in FFIII. Would be fun.
    (0)
    Last edited by Ilenya; 06-27-2014 at 02:51 PM.

  7. #27
    Player
    Double's Avatar
    Join Date
    Aug 2013
    Location
    Limsa
    Posts
    66
    Character
    Paichi La
    World
    Hyperion
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by kidvideo View Post
    I want to use Cures on the undead.
    If this means MNK gets Earth/Light affiliated Dragon Kick again, I'm all for it.

    Oh oh and DMG modifier on Bootshine is 30% VIT and 30% STR so I can have a reason to not run around with 1 HP.
    (0)

  8. #28
    Player
    Xmbei's Avatar
    Join Date
    Mar 2011
    Posts
    1,030
    Character
    Kiros Forsa
    World
    Balmung
    Main Class
    Arcanist Lv 50
    (0)
    Xeto Milanti Bei

  9. #29
    Player
    Saccharin's Avatar
    Join Date
    Aug 2013
    Posts
    1,128
    Character
    Blue Kitty
    World
    Moogle
    Main Class
    Conjurer Lv 84
    Quote Originally Posted by Ilenya View Post
    Bringing back the Astral/Umbral elements I recall existing would work as well. Make Astral work similar to fire but not proc Firestarter, and Umbral work like Ice, maybe balance the damage a bit (Though how you could do that and not break BLMs further is beyond me.), and then you could have Fire/Ice resistant mobs. I dunno, I don't actively play BLM to worry about balance issues.

    In regards to the different resistances to the War DPS, I figured Amon would do something like that, where he would shift what type of damage he was resistant to as the fight continued, similar to how his fight went in FFIII. Would be fun.
    You've just proven why it's a bad idea. To have meaningful resists you either have to overhaul the classes like you suggest, giving meaningless complexity, or just accept that some classes/jobs would be useless. If you have to do that then isn't the system flawed. That is why it works the way it does now. Having variety/flavour is nice but if it has dramatic affects on game play then it's not worth having.
    (0)

  10. #30
    Player
    Darki's Avatar
    Join Date
    Sep 2013
    Posts
    348
    Character
    Dar'kai Krauser
    World
    Famfrit
    Main Class
    Conjurer Lv 50
    I want to make this clear before this thread becomes too intense. I started this thread manly out of nostalgia. I have accepted the fact that some maybe even more then half of the FFXIV community may not like the elemental wheel coming back. I will still love FFXIV.

    If it does come back, I would like it to be in a format that acts more like a "bonus" of sorts. Meaning that mobs wouldn't have any new resistances or immunitys, but rather extra boosts in damage or special effects depending on elements used against them (think "Mega Man".) That way raid parties won't keep Black Mages out just because their hardest hitting attacks are fire based for example.

    Also, the "Twelve" is a great concept that I would love to see SE expand on. Just look at greek mythology. Can you imagine the possibilities for FFXIV lore on that scale? It gives me goosebumps just thinking about it!
    (0)

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