Goes to show how long you played XI. The lvl CAP I played to was 75. Also there was this one special, secret ability, hidden on your ability list called...[variable] circle...that did this magical thing of giving the buff to the party for about 10 or 15 seconds.I'm not sure what's funnier, the thought of adding killer traits to this game, or the belief that they were any good in FFXI.
Killer traits have one major flaw. You have to be the target of the monster to be affected. We have two tank jobs in the entire game. We have warrior, who in classic FFXI never got ANY killer traits at all, and Paladin which got Undead Killer. Guess how many undead we fight at level 50?
So, we could give Dragoon Dragon Killer traits, but what use would it be? Unless the Dragoon is tanking, it'll never kick in. On the occasions the Dragoon pulls hate, it'll kick in very occasionally. It's not a game changer, and not really worth their time implementing.
Actually, you had to be high on the hate list rather than nearly non-existent. Dragoons had the problem of intimidating themselves or being intimidated by their Wyvern when they wore Crimson armor because of it giving you Dragon Affinity basically, so it's not targeted, just have to be in it's presence. Being targeted gave a higher chance.
Not sure when you last played..but they've done so many adjustments to it and the circle effects it's hard to say they were useless.
Last edited by Tupsi; 08-12-2014 at 06:26 AM.
If you want to be technical it's not directly fighting fire with fire, it's most like destroying an enemy's resources before it can restock, since it's controlled burning to avoid giving fuel to wildfires, which are more difficult to control if not surrounded by a lack of fuel
lol I remember crimson armor, that always made me lolActually, you had to be high on the hate list rather than nearly non-existent. Dragoons had the problem of intidmating themselves or being intimidated by their Wyvern when they wore Crimson armor because of it giving you Dragon Affinity basically, so it's not targeted, just have to be in it's presence. Being targeted gave a higher chance.
Not sure when you last played..but they've done so many adjustments to it and the circle effects it's hard to say they were useless.
He's just finding excuses to attack me, he knew I wasn't talking about control burning, hence why I said 'commonly.'If you want to be technical it's not directly fighting fire with fire, it's most like destroying an enemy's resources before it can restock, since it's controlled burning to avoid giving fuel to wildfires, which are more difficult to control if not surrounded by a lack of fuel
Yeah it was always funny watching them being paralyzed in fear by themselves. Even then it shows just how much thought went into even 'minor' things like that in their last MMO.
I would also like the "killer" traits and skills like Ancient Circle/Warding Circle/Holy Circle etc. It would be a nice addition for the expansion. If they bring back the elemental wheel for the expansion aswell... that would be goodtimes![]()
Dakkon - Shiva - FFXI
Dakkon Briefs - Excalibur - FFXIV
HoCD - Vindicated - Chocobo Knights
I actually have a level 99 Scholar, White Mage, Black Mage and Thief on Siren server, but I'll concede that they might have made changes I was unaware of.
Either way, it kicked in so infrequently that it was never something that anyone relied on. And I can count on one hand the number of times I actually saw anyone using their 'Circle' abilities in a party. It was none. Not even versus Abyssea mobs or voidwatch.
Regardless of what they did in FFXI, what would you all hope they could do in FFXIV if added? And how would these abilities be granted, shared v. isolated, etc.? And are fear procs and slightly higher damage or effect chances versus certain mob types really going to make gameplay more interesting?
Nope, it's just that you love going off on a tangent when posting, so I was just using your posting style against you.
The problem with these Killer traits is that you either make them weak to keep them balanced and avoid class stacking (and this can be done in various ways) or you allow everyone to access them somehow. Up until I played FFXI, no one really cared about killer traits or the circle abilities because they were so weak that no one even remembered they existed.Regardless of what they did in FFXI, what would you all hope they could do in FFXIV if added? And how would these abilities be granted, shared v. isolated, etc.? And are fear procs and slightly higher damage or effect chances versus certain mob types really going to make gameplay more interesting?
If they ever added something like this to game, the way I'd go about adding them would be with materia. But they'd have to do a major overhaul of the materia and item system to allow us to meld everything and add a lot of new materia with special effects.
Last edited by Gilthas; 08-15-2014 at 08:49 PM.
Easiest solution is materia. Currently materia is wasted on stat outside of crafting/gathering.
I know it wont be easy to balance what type of materia goes where and explain it. Yet if they can divide materia into different categories that can be split into helm, chest, arms, legs, feet, and accessories then we can have a very robust system in our hands.
Other options are something akin to implementing a sort of talent tree system like that of a sphere grid or license board and having killer traits accessible through there.
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