Page 10 of 13 FirstFirst ... 8 9 10 11 12 ... LastLast
Results 91 to 100 of 121
  1. #91
    Player
    Allanon's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    52
    Character
    Allanon Galaphile
    World
    Excalibur
    Main Class
    Arcanist Lv 81
    I keep hearing people say this is less about easiness of game and more about durability loss on equipment. Are there still people out there that can't repair their own equipment. I mean the lack of content should have forced some people to raise their crafting. Also I have not noticed a huge durability loss on my equipment when I die....Of course now that I think of it I wear equipment for my rank.

    Do I really care if Raise is 14 not really my Con is 50 and so is my Thm. What my concern is the cone effect AoE is much better suited for healing than radius. I also don't think that I am going to be happy if Con is WHM. I think the job system is going to pigeon hole players, but this is just theory since we are not sure what is going to happen or if WHM will even be a "job".

    I am thrilled that the fatigue system is going bye bye. Perhaps I won't dread leveling a craft job now past 40.
    (2)

  2. #92
    Player
    Kiara's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,462
    Character
    Kiara Silvermoon
    World
    Masamune
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Rhayve View Post
    Trying not to die? Okay. If the basic premise is that it's possible to avoid death almost altogether in any fight, it basically eliminates a lot of potentially cool abilities that might make the game more interesting. FFXI had fairly low Raise recast timers, that allowed SE to add severely punishing, but at the same time also very interesting TP moves to monsters. Tera Flare, Citadel Buster, Spike Flail, Doom, Everyone's Rancor, Meteor, Gates of Hades etc. Avoidable? Sure.
    But even if it goes off, you can still recover and after a hard(er) fight, defeat the enemy, which is what made the game's fights more interesting. At least until battle strategies were perfected and the fights became mundane.
    In FF14, if a group ends up half-wiping, it's practically immediate game over. Therefore SE will be a lot more hesitant with adding impressive killer moves, taking away from the feeling of danger in the game.
    And yes, I know that the Ahriman move in the Darkhold video would be exactly what I described. But from what it looked like, it's just a random mob moving around, occasionally using that ability to destroy everything nearby. So it's closer to a trap, but it's unlikely that it is a mob you battle directly that has a chance of using such a move.
    Hi Rhayve,

    I definitely would love to see some impressive Boss Killer Moves as well.

    To be fair, we're only seeing *part* of the picture. I think we all need to wait until the full Job System gets rolled out. Remember, these changes are only for Conjurer *Class*, not a Specialized Job.


    Who's to say that the White Mage Job won't have more potent / enhanced benefits? Let's say (examples):

    * White Mage gets Reraise (very cool and gets people back up quickly without need for casting Raise after dying).

    * White Mage gets Raise IV which breathes Life to every K.O. player in an *Area of Effect* (giant circle). Very powerful.

    * White Mage enhances Cooldown / Timers and Magic Potency. So *as a White Mage Job* (instead of Conjurer), Recast / Cooldown Timer is only...

    1 Minute for Raise I
    1.5 Minutes for Raise II
    2 Minutes for Raise III

    Cure I, II, III, Curaga get +30% Magic Potency Boost (so you can cure back an additional +30% HP with each spell)


    Just a few quick examples and I think we can see that the White Mage JOB could be pretty awesome and far more potent than the Conjurer Class (which is what these changes are for).

    I can't wait to see the Full Job System.
    (3)

  3. #93
    Player
    Zoltan's Avatar
    Join Date
    Mar 2011
    Location
    Sparta
    Posts
    273
    Character
    Zoltan Zornfaust
    World
    Hyperion
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Allanon View Post
    Perhaps I won't dread leveling a craft job now past 40.
    Yes you will.

    Unless the SP change is radical.
    (0)

  4. #94
    Player
    Arcell's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    3,487
    Character
    Arc Jurado
    World
    Mateus
    Main Class
    Machinist Lv 70
    Quote Originally Posted by Rhayve View Post
    But even if it goes off, you can still recover and after a hard(er) fight, defeat the enemy, which is what made the game's fights more interesting. At least until battle strategies were perfected and the fights became mundane.
    In FF14, if a group ends up half-wiping, it's practically immediate game over. Therefore SE will be a lot more hesitant with adding impressive killer moves, taking away from the feeling of danger in the game.
    And yes, I know that the Ahriman move in the Darkhold video would be exactly what I described. But from what it looked like, it's just a random mob moving around, occasionally using that ability to destroy everything nearby. So it's closer to a trap, but it's unlikely that it is a mob you battle directly that has a chance of using such a move.

    tl;dr - Those people who suggested trying not to die should stop giving ignorant/foolish advice.
    No, you should definitely try not to die. Would you suggest people not try to prevent themselves from dying? That's the entire point of having a healer in the group in general. To prevent people from dying. Dying shouldn't be seen as a positive thing, it is an inherent failure. You have lost and been defeated, vanquished, felled and murdered. Losing is generally what you try to avoid in video games.

    They can add crazy ridiculous enemy attacks that don't kill you but put you at high risk for death. Example: Enemy uses a skill, instead of outright killing you it does enough damage to put you at less than 10% health. You are now in great danger of dying, the fight is still intense. You can convey power and give the players a sense of thrill and danger in battle without killing them. Attacks that do massive damage or inflict crippling status effects are still impressive and to be feared.

    The only reason dying is "fun" in Magicka is because it's one of those games you play with friends and laugh even when you kill another player. Getting crushed by a giant flaming boulder is funny in Magicka. It's not so funny in FFXIV considering there are actual consequences now and people are trying to actually win. Magicka presents death as a minor setback with little consequence, it's an annoyance if anything.
    (1)

  5. #95
    Player
    Cendres's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    947
    Character
    Cindrie Estelloix
    World
    Halicarnassus
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Rhayve View Post

    tl;dr - Those people who suggested trying not to die should stop giving ignorant/foolish advice.

    PS: Dying in a fantasy game can be fun, as well, realism be damned. Anybody who plays Magicka knows what I'm talking about.
    Oh get over yourself. Of course the point is trying not to die, that's why you have healing abilities. IF a strategy requires death then of course you're going to need your raise, won't you? And the recast timer will encourage people to employ this strategy wisely. My goodness I love people who try to sound smarter then everyone else.
    (2)

  6. #96
    Player

    Join Date
    Mar 2011
    Location
    Super Mario World Stage 2 Behind the bush.
    Posts
    225
    no more fatigue!!!!!!! OMG !! hell yea !!!!
    (0)

    Dance like you mean it !

  7. #97
    Player
    Kiara's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,462
    Character
    Kiara Silvermoon
    World
    Masamune
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Sonic_the_Hedgehog View Post
    For those that don't link to the Lodestone homepage.

    http://lodestone.finalfantasyxiv.com...87206976ecc340

    All of this sounds very good to me, the only question I have is how long does Weakness last now? Is it still 3 minutes or more?
    Good question Sonic. I also wonder what happens if you get K.O.'d while in Brink of Death state? Will it be like the Triple Weakness right now, where you can't use any abilities? (seems fine right now.)
    (0)

  8. #98
    Player
    Deceptistar's Avatar
    Join Date
    Jul 2011
    Location
    Uldah
    Posts
    530
    Character
    Deceptistar Meow
    World
    Leviathan
    Main Class
    Astrologian Lv 91
    Ok so wow... they just made THM obsolete.
    who needs a THM now that CON can use all the spells they can + dmg + dot + CON exclusive revive spells?
    (1)

  9. #99
    Player

    Join Date
    Jul 2011
    Location
    Ul'dah
    Posts
    70
    It doesn't make much sense to me to give the conjurer the high-level resurrect spells, since it is the thaumaturges, not the conjurers, who are seeking a means to bridge the gap between life and death. This new change to the battle/class system doesn't seem to fit well within the established mythos.

    I mean, in this game world, the secrets of life and death are still unknown. Raise spells should be difficult to access, and really only accessible through the thaumaturge's guild at high ranks, as part of the guild story line.

    What irks me aren't the changes themselves, but the incongruities they cause in the story.
    (3)

  10. #100
    Player
    darkstarpoet1's Avatar
    Join Date
    Mar 2011
    Posts
    3,305
    Character
    Darkstar Poet
    World
    Excalibur
    Main Class
    Carpenter Lv 60
    Quote Originally Posted by Deceptistar View Post
    Ok so wow... they just made THM obsolete.
    who needs a THM now that CON can use all the spells they can + dmg + dot + CON exclusive revive spells?
    all these changes did was cause me to stop playing a healer in the game. great job yoshi. destroy the only class that was fun to play.
    (1)


    http://crystalknights.guildwork.com/

Page 10 of 13 FirstFirst ... 8 9 10 11 12 ... LastLast