Actually, the proc rate not only was boosted but was made more effective - it was boosted at the same time they boosted the Circle effects a couple years back. The only 'killer' effect that was useless was 'Empty Killer', as not only did Empties not exist outside of Promyvion and Abyssea, it had significantly lower rate than the other killer effects.
Happens now in FFXIV ARR.Because the moment any class appears to offer an advantage over another in a particular fight you see class-stacking and "This job only"
That's an amazing reach in response. Think about it: When you see firefighters fighting fires, do you see them fighting it with flamethrowers? Or is it..by any chance...they're fighting certain kinds with water..or even dirt? I mean be honest: Do you fight fires with Flamethrowers or Water commonly? That's how it's like when you use Fire against a Fire god..it doesn't make any logical sense. It's a video game, sure, but most FF games Ifrit hasn't..exactly been weak to Fire.
Last edited by Tupsi; 08-11-2014 at 01:28 AM.
Are you joking me? This has been the deal for most any game with elemental affinities. Furthermore, I even said we could do something with bosses so that elemental affinity doesn't skew difficulty. Even still, you act like Blizzard attacks suck, when they don't, and Ifrit would have a weakness to Blizzard. Fire damage goes down, Blizzard damage goes up. As for Titan, a WHM shouldn't be DPSing in that fight anyways, unless you're overgeared. On top of that, OH NO I CANT USE STONE IN TITAN LOOKS LIKE WHM IS USELESS AS A HEALER. Like, I don't even know how or why you'd use that as an argument. Sorry for being blunt, but it's not decent reasoning.
In any case, it'd make the hardcores and veterans happy because apparently this game is faceroll easy, not that we should base decisions on the hardcores/veteran player base.
I can't tell if this is satire or not.
But what exactly would be the use of that in terms of gameplay? Have an extra 9 spells that have the exact same effects as each other (170 potency, 100/50 AoE, 230 potency?) so that you can actually bring a BLM to each of the primal fights and still have your three basic damage types (direct, direct-AoE, and DoT)? It doesn't take "thinking" to move around your bars and throw out an element at the start of each different elementally-inclined boss fight. It just takes an extra step, and then you proceed to do the exact same thing. That, or you're not allowed to attend certain fights, while most other dps are not allowed to attend certain other ones. (Shiva would be the eventual current-BLM hayday.) An elemental wheel on its own does not grant tactical operability, complexity, or any greater need for skill.
The same basically goes for Killer traits, in whichever way they may be modified. That said, outside of applying such via materia, over which general secondary stats would probably be preferred (even elemental resist would probably be more popular than a specific enemy type bonus), only a couple jobs really seems inclined towards a killer trait--DRG and (maybe) PLD.
How would disabling part of only a certain small percentage of jobs' range of use in a fight make that fight "harder"? Further, not being able to use the full extent of your job as the situation would normally allow simply due to your particular attack type suddenly being invalidated is far from a non-issue.
Last edited by Shurrikhan; 08-11-2014 at 03:37 AM.
That's exactly it - It wouldn't be 'on its own', elemental/monster correlation goes deeper than just "Water > Fire." Simplification is fine, but it also leads to a dull gameplay experience in the long run. The whole "x would be chosen over y" happens now and will happen no matter what you do because players can and will always find ways for the path of least resistance.
I would enjoy complex additions to the elemental system as much as the next person, if not more than, but I can't honestly say that it seems worth the trouble to fundamentally revise without changes of similar depth also being sleighted for disciple of war classes and likely tanking operation as well. Short of that it won't lead to a more complex combat system as a whole so much as simply greatly change how BLM plays and slightly change how WHM plays. Cross-class ability equipping would likely have to change slightly even to make that possible/useful (not that that's a problem...).
[Just as an example, this is what I pictured as 'elemental complexity' in the past, but I know neither whether it will be doable nor whether it's even a good idea.
http://forum.square-enix.com/ffxiv/t...450#post693450
Just keep in mind it was made during 1.x, so the spells are a bit off, as is the way BLM works, ofc.]
It was mild sarcasm and not a poke. i was more or less making fun of the fact you are right in a small way. as things simply do not make sense in this game (or games in general. but to never question them or go insane) But unlike a certain person who is trying to grab attention (hence i did not even respond to them being oblivious), at least you kind of caught on to it.
If only the internet had a sarcastic button.
^I thought as much. It's hard to tell in debate threads like these.
I'm not sure what you're saying here. It looks like you're agreeing and disagreeing at the same time. MY argument is for the Elemental Wheel to actually have substance and reason for existence. As it stands, elements are pointless. For example, who the hell goes out of their way to buy Elemental Resistance equipment? It serves a negligible purpose. Sure, it's a perk if it's convenient and you have no better equipment, but what difference does it really make? A negligible difference.
My response about "disabling part of only a certain small percentage of a jobs' range" is in response to those saying it would break a job's existence. Adding Killer Traits and the Elemental Wheel won't do any of that. People aren't going to suddenly drop using WHM and all the time they spent building it up because Stone is less effective against X mob. You're partially right in that it won't make a fight harder, but my response is even more that there's no reason to use "WHM CANT STONE DURING TITANEX" as an argument.
When I started to play THM to be a BLM, I thought elemental affinity would mean something in my attacks. When I found out otherwise, I was REALLY bummed out. Sure, the rotation is complex and requires skill to use optimally, but it does get boring and redundant after a while. While this changes a lot when I hit Lvl.50, it's still bothersome that it makes no difference if I know nothing about my target other than that they do X AoE ability that I have to dodge. It makes a lot of enemies feel like damage sponges, especially as BLM.
Last edited by Jasiwel; 08-11-2014 at 04:29 AM.
I'll try to be more clear then. I believe that elements differentiating only for element's sake (i.e. by name) have no real advantage. If all elements differentiate within a shared range of under-mechanics, then I believe the elemental wheel has a chance to work. Where one type beats another as a matter of general law, rather than through the particular undermechanics (preferably also with the possibility to still use an element against its resistant (and/or own) type by combination with other elements), I find that gameplay is only simplified and offset, and muddied in endgame content, even if a bit more interesting during leveling processes (unless that process too, is taken with full seriousness/opportunism/efficiency-seeking/etc.).
I like a system in which Fire still works against Ifrit, earth against Titan, and wind against Garuda -- but with dependency on how you use it, and possibly with risk even of absorption at times.
This is sadly the case for all classes, even if a bit more noticeable on a turret class like BLM. Which is partly why I'm personally not putting much stock into DoM system revisions (elemental wheel) without melee and tank interactions also being looked into. That said, I don't think any of that will happen.
Last edited by Shurrikhan; 08-11-2014 at 09:09 AM.
I'm pretty sure that player characters also start gaining resistance to mob debuffs during a fight. Doesn't work on everything though.
If you're going to be purposely dense you should know that in real life firefighters actually do sometimes use fire to fight fire.
Last edited by Gilthas; 08-11-2014 at 11:02 PM.
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