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  1. #1
    Player
    Airget's Avatar
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    Mar 2011
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    2,612
    Character
    Airget Lamh
    World
    Hyperion
    Main Class
    Botanist Lv 100
    As it stands now considering how many melee abilities are available I don't think the recast timers are to troublesome.

    Looking at archer update they pretty much gave a spot on detail of how recast on the shots work so one should be able to easily make a macro for archer shots. I know in XI it was tougher since we never really got an exact number on how many seconds it was and then there was the issue that if you try RAing to fast and couldn't you would have to wait even longer but since the abilities have timers on top of them it'll be easy enough to know when you can fire again.

    I can also understand why they couldn't make RA an auto-attack, if you consider an archer has to stand still when attacking it would be a lot harder to implement RA since you would most likely have a situation where you "auto-battle" auto-set RA you move, ra is intererupted, wait 2 seconds RA again, and make sure you are standing still lol. So I can see that people may feel an even less hands on experience with archer. If they did setup the recast properly with range attacks though it should be easy enough to setup a macro that "Fires a shot" -waits- "fires a shot" -waits-, etc.

    The play test once it goes live will definitely be interesting, I'm curious as to how the playstyle will change now that we are more reliant on recast timers for abilities rather then stamina.
    (0)

  2. #2
    Player
    Amas's Avatar
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    Mar 2011
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    123
    Character
    Amas Naya
    World
    Excalibur
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Airget View Post
    As it stands now considering how many melee abilities are available I don't think the recast timers are to troublesome.

    Looking at archer update they pretty much gave a spot on detail of how recast on the shots work so one should be able to easily make a macro for archer shots. I know in XI it was tougher since we never really got an exact number on how many seconds it was and then there was the issue that if you try RAing to fast and couldn't you would have to wait even longer but since the abilities have timers on top of them it'll be easy enough to know when you can fire again.

    I can also understand why they couldn't make RA an auto-attack, if you consider an archer has to stand still when attacking it would be a lot harder to implement RA since you would most likely have a situation where you "auto-battle" auto-set RA you move, ra is intererupted, wait 2 seconds RA again, and make sure you are standing still lol. So I can see that people may feel an even less hands on experience with archer. If they did setup the recast properly with range attacks though it should be easy enough to setup a macro that "Fires a shot" -waits- "fires a shot" -waits-, etc.

    The play test once it goes live will definitely be interesting, I'm curious as to how the playstyle will change now that we are more reliant on recast timers for abilities rather then stamina.
    Slow combat is going to be a real problem, but if you still get TP in 2-3 hits, and delay on auto attack isn't too atrocious, it should hopefully become a game of frequent and varied WS use, which wouldn't be so bad.

    That said, it's all predicated on attack speed being fast enough that you get TP faster than your best WSs cool down. Otherwise it'll be low-level FFXI but more boring.

    We'll just have to wait and see.

    I do think the recasts on the non-basic attacks should be shorter, regardless.
    (2)
    "There are two things which are infinite: the universe and human stupidity; and I'm not sure about the universe." ~Albert Einstein

  3. #3
    Player
    Zkieve's Avatar
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    Mar 2011
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    731
    Character
    Skieve Shadowfang
    World
    Spriggan
    Main Class
    Miner Lv 80
    Quote Originally Posted by Amas View Post
    Slow combat is going to be a real problem, but if you still get TP in 2-3 hits, and delay on auto attack isn't too atrocious, it should hopefully become a game of frequent and varied WS use, which wouldn't be so bad.

    That said, it's all predicated on attack speed being fast enough that you get TP faster than your best WSs cool down. Otherwise it'll be low-level FFXI but more boring.

    We'll just have to wait and see.

    I do think the recasts on the non-basic attacks should be shorter, regardless.
    I dont think its going to be slower , mainly because we have 1 zillion skills. now what skills you have and how you use them is going to matter.No more 111111111111 spamming , how can that be bad ?.

    Sure they are limited to how many can we have at once but still are a lot.Unless many share cooldowns, but i didnt see anything about that.
    (2)

  4. #4
    Player
    Physic's Avatar
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    Apr 2011
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    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by Zkieve View Post
    I dont think its going to be slower , mainly because we have 1 zillion skills. now what skills you have and how you use them is going to matter.No more 111111111111 spamming , how can that be bad ?.

    Sure they are limited to how many can we have at once but still are a lot.Unless many share cooldowns, but i didnt see anything about that.
    While you still have tp maneuvers, the problem is the very basic playstyle differences between classes is now going away. With no cooldowns on basic skills, a pugilist played very differently than say a lancer, now the classes are essentially the same, and all will have to be a slave to tp, and long cast timers.

    I also expect with the huge increase in all mage spell costs, that they will end up going passive and waiting for mp a lot, Unless they increase the mp pool, the fact that everything now costs way more, suggests that mages will be 0mp a lot. This will slow down parties a great deal, as you will probably have to wait for mp often for your healers. i mean, curaga cost 100+ mana?

    they say they want to make soloing an option, but damn homey, with those costs, and half effeciency, solo self cures are completely done.

    Battle is looking really bad right now. I mean maybe it all comes together like magic, but battle seems like it will after this patch become, less effecient, less entertaining, and slower in multiple ways.
    (2)

  5. #5
    Player
    Zkieve's Avatar
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    Mar 2011
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    731
    Character
    Skieve Shadowfang
    World
    Spriggan
    Main Class
    Miner Lv 80
    Quote Originally Posted by Physic View Post
    While you still have tp maneuvers, the problem is the very basic playstyle differences between classes is now going away. With no cooldowns on basic skills, a pugilist played very differently than say a lancer, now the classes are essentially the same, and all will have to be a slave to tp, and long cast timers.

    Sorry but it cant be any more generic than it was before.

    I also expect with the huge increase in all mage spell costs, that they will end up going passive and waiting for mp a lot, Unless they increase the mp pool, the fact that everything now costs way more, suggests that mages will be 0mp a lot. This will slow down parties a great deal, as you will probably have to wait for mp often for your healers. i mean, curaga cost 100+ mana?

    they say they want to make soloing an option, but damn homey, with those costs, and half effeciency, solo self cures are completely done.

    Playing a "healer" was incredible easy , i welcome some degree of dificulty and think before you do type of gameplay.Spaming cure/sacri is dumb gameplay mechanics.

    Battle is looking really bad right now. I mean maybe it all comes together like magic, but battle seems like it will after this patch become, less effecient, less entertaining, and slower in multiple ways.

    Thats how i felt about battle before,so perhaps is different opinions . Guess we have to wait and see.But a big overhaul was much , much needed.If it was in the right direction i personally wont know for sure until i play again

    10chareeeeeeee
    (5)

  6. #6
    Player
    Physic's Avatar
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    Apr 2011
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    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by Zkieve View Post
    While you still have tp maneuvers, the problem is the very basic playstyle differences between classes is now going away. With no cooldowns on basic skills, a pugilist played very differently than say a lancer, now the classes are essentially the same, and all will have to be a slave to tp, and long cast timers.

    Sorry but it cant be any more generic than it was before.

    I also expect with the huge increase in all mage spell costs, that they will end up going passive and waiting for mp a lot, Unless they increase the mp pool, the fact that everything now costs way more, suggests that mages will be 0mp a lot. This will slow down parties a great deal, as you will probably have to wait for mp often for your healers. i mean, curaga cost 100+ mana?

    they say they want to make soloing an option, but damn homey, with those costs, and half effeciency, solo self cures are completely done.

    Playing a "healer" was incredible easy , i welcome some degree of dificulty and think before you do type of gameplay.Spaming cure/sacri is dumb gameplay mechanics.

    Battle is looking really bad right now. I mean maybe it all comes together like magic, but battle seems like it will after this patch become, less effecient, less entertaining, and slower in multiple ways.

    Thats how i felt about battle before,so perhaps is different opinions . Guess we have to wait and see.But a big overhaul was much , much needed.If it was in the right direction i personally wont know for sure until i play again

    It can be more generic, because it will be, the only things that were unique to each battle class were the basic skills, the basic skills could be done often, and changed your playstyle. They were the meat of the things that altered gameplay from class to class.

    You say now you want to make using multiple tp skills the basic style? this means every melee will play virtually the same, and will all use weaker WS from other jobs to fill the tp gaps.

    I agree that playing healer was too easy, because they didnt want anyone to have to be forced to heal, and while it would have been interesting to try and make it more difficult, all they have done is slow it down drastically. I want healer to be entertaining, but a healer at peak effeciency in this new system, can he keep up with a party non stop killing? If even the best and well balanced healer still has to tell people to wait for mp, then basically the new healer just slows down everybody.


    the effeciency of battle going down, cant really be denied, every class in some way or the other has taken some nerfs. How interesting it is? for a pure healer its probably more interesting, but if they wanted to make a pure healer class, they should actually make a class that works well and synergizing in protecting and healing charachers, just increasing the costs of heals 3 fold, seems like a bit of shallow way of dealing with making healers matter.
    (0)

  7. #7
    Player
    Tempestmoon's Avatar
    Join Date
    Apr 2011
    Location
    Gridania
    Posts
    281
    Character
    Mataya Tempestmoon
    World
    Hyperion
    Main Class
    Gladiator Lv 70
    Quote Originally Posted by Physic View Post
    It can be more generic, because it will be, the only things that were unique to each battle class were the basic skills, the basic skills could be done often, and changed your playstyle. They were the meat of the things that altered gameplay from class to class.

    You say now you want to make using multiple tp skills the basic style? this means every melee will play virtually the same, and will all use weaker WS from other jobs to fill the tp gaps.

    I agree that playing healer was too easy, because they didnt want anyone to have to be forced to heal, and while it would have been interesting to try and make it more difficult, all they have done is slow it down drastically. I want healer to be entertaining, but a healer at peak effeciency in this new system, can he keep up with a party non stop killing? If even the best and well balanced healer still has to tell people to wait for mp, then basically the new healer just slows down everybody.


    the effeciency of battle going down, cant really be denied, every class in some way or the other has taken some nerfs. How interesting it is? for a pure healer its probably more interesting, but if they wanted to make a pure healer class, they should actually make a class that works well and synergizing in protecting and healing charachers, just increasing the costs of heals 3 fold, seems like a bit of shallow way of dealing with making healers matter.
    8 person parties, are going to have multiple healers, I'm sure any party with 2+ healers can make it work easily. that and with all the Buffs and regen's in the game I don't think think the healer slow down is going to be as dramatic as you think, or even a reality at all.
    (0)

  8. #8
    Player
    Zkieve's Avatar
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    Mar 2011
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    731
    Character
    Skieve Shadowfang
    World
    Spriggan
    Main Class
    Miner Lv 80
    Quote Originally Posted by Physic View Post
    It can be more generic, because it will be, the only things that were unique to each battle class were the basic skills, the basic skills could be done often, and changed your playstyle. They were the meat of the things that altered gameplay from class to class.

    You say now you want to make using multiple tp skills the basic style? this means every melee will play virtually the same, and will all use weaker WS from other jobs to fill the tp gaps.

    I agree that playing healer was too easy, because they didnt want anyone to have to be forced to heal, and while it would have been interesting to try and make it more difficult, all they have done is slow it down drastically. I want healer to be entertaining, but a healer at peak effeciency in this new system, can he keep up with a party non stop killing? If even the best and well balanced healer still has to tell people to wait for mp, then basically the new healer just slows down everybody.


    the effeciency of battle going down, cant really be denied, every class in some way or the other has taken some nerfs. How interesting it is? for a pure healer its probably more interesting, but if they wanted to make a pure healer class, they should actually make a class that works well and synergizing in protecting and healing charachers, just increasing the costs of heals 3 fold, seems like a bit of shallow way of dealing with making healers matter.
    Im sorry but it seems we are talking bout 2 different games. if you loved the game the way before today . Then nothing i say will change your view of thins.I think the game needed a mayor overhaul, and personally i think it has been completely in the right direction.

    I stoped playing for most of the thins that have been changed today.

    I(and i know many more) will be giving the game a second go , because of the battle changes from 1.18.

    If you like ill go deep in detail , but i think it should be obvious what the complains are.

    Please keep in mind im speaking about battle only.The rest is just a bonus to me.
    (2)

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