Pretty much this. Killer traits rarely activated in FFXI, it was just fluff for the most part.
Another thing about the elemental wheel in FFXI: it never gave bonus damage in FFXI. Technically, monsters didn't have elemental weaknesses in FFXI; what they had was elemental resistances.
People like to take potshots at Yoshi-P and go "it's too stressful" but the elemental wheel in FFXI was never interesting in the first place. The only thing it did was decide which spell you spammed during a fight, it never actually changed the way you played. Even claims of "diversity" are pretty weak when people just merited the same spells anyway because they were the strongest elements.
Black Mage in FFXIV could use some more variety in their rotations, but I'd some real tactical diferences in fights not a shallow elemental wheel like in FFXI.
Okay, fine. *snaps fingers* You got your wish. Fire attacks are now ineffective against Ifrit... oh, wait, now black mages literally can't do anything significant to him so nobody will party for even Ifrit HM with one. Titan and his gaols are immune to stone, oops, now nobody will take a WHM to that fight, it's SCH all the way. Well, good luck to those two classes getting their relics!Sure, the attacks are different elementally and you can build resistance...but ice doesn't deal extra to fire and fire take normal damage from fire. It makes 0 sense, especially for a Final Fantasy game. If the player gets stressed by that then they have no business playing this game because it's not stressful nor difficult at all.
Stressful enough for you yet?
The best job against Ifrit could be Monk, if Fist of Wind give wind element to the attacks again ^^
Fire > Ice > Wind > Fire
This thread just reminded me pretty sharply of how simple the mechanics in this game are.
No tertiary stats on weapons (entire / haste / double attack etc )
No elemental wheels or elemental aspects to rebuffs
No interaction between players' abilities (skill chains / magic bursts)
No animal interaction wheels.
This was all traded in for twitch mechanics and 'balance' whatever that is.
Edit:.Also no real resource management. For 99% of content, running out of mp / tp just isn't an issue. (Alright, tanks sometimesrun out of TP but by that point they have an unassailable enmity lead)
Last edited by Aegis; 08-10-2014 at 08:27 PM.
I don't think people recall that Killer Traits in FFXI had a rather low proc rate and outside of a Beastmaster or Blue Mage were more or less worthless. Besides the occasional intimidation proc they also affected resistance rates of attacks and additional effects. Such as with Blue Mage the effect of a plant based attack that would occasionally apply the add'l effect: Slow. If the mob type was strong against the type association of the attack it was more likely to resist.
As for the elemental wheel, this was also based on resistances. Water-type mobs were more likely to resist a fire based attack, it could occasionally hit for full damage but would likely be resisted to half or even a quarter of the potential. This would obviously lead you to use a thunder based attack to ensure the likeliness of a full damage attack, it also increased the chance of a critical proc by a bit. As the elemental wheel is now split between Conjurer and Thaumaturge they would have to retool the entire story line and lore as well as reassign all the abilities for such a thing to be added again. This would also require every mob to have resistances or weaknesses to make such an addition more than a pointless gesture. I actually preferred how THM/BLM worked towards the end of 1.0 (or even before when we had Light and Dark based attacks) but given the pace of combat in 2.0 onward they would have to basically give BLM an infinite MP button or keep the astral/umbral flip to restore MP technique.
Honestly it's easier to balance things the way they have it, there is a reason that FFXI had only niche appeal and they were very forthcoming that FFXIV is not that kind of game and actively worked to simply certain mechanics to make the game more inclusive. Because the moment any class appears to offer an advantage over another in a particular fight you see class-stacking and "This job only" in shouts/party finder/etc. If you think otherwise we have 10+ years of data in FFXI proving this happens every time.
Last edited by Wobi; 08-10-2014 at 09:37 PM.
Just your friendly neighborhood elezen
My problem with resistance is it seems to only affect players abilities on mobs and not mobs abilities on players. It feels ridiculous to me that a mob can grow resistance to heavy and stun yet i can be perpetually affected by it with no resistance to any of the abilities. It would be nice for the chars to not feel gimped in every way possible. This game feels like its stuck on rails so badly that it has become boring.
You don't even need to look at XI to see this. Have people already forgotten the potato-egi solo tanking strat for Ramuh EX that spawned waves of parties that would refuse to take any tanks? A stance that we had people in this very forum defending as a desirable situation?
http://xivdb.com/?item/6944/Chocobo-Down-Materia-IMy problem with resistance is it seems to only affect players abilities on mobs and not mobs abilities on players. It feels ridiculous to me that a mob can grow resistance to heavy and stun yet i can be perpetually affected by it with no resistance to any of the abilities. It would be nice for the chars to not feel gimped in every way possible. This game feels like its stuck on rails so badly that it has become boring.
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