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  1. #1
    Player
    Zkieve's Avatar
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    Mar 2011
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    Character
    Skieve Shadowfang
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    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)

  2. #2
    Player
    Physic's Avatar
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    Apr 2011
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    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)

  3. #3
    Player
    Zkieve's Avatar
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    Mar 2011
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    Skieve Shadowfang
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    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)

  4. #4
    Player
    Physic's Avatar
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    Apr 2011
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    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)

  5. #5
    Player
    Tempestmoon's Avatar
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    Apr 2011
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    Gridania
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    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)

  6. #6
    Player
    Baelari's Avatar
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    Mar 2011
    Location
    Ul'dah
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    93
    Character
    Baelari Khalahko
    World
    Sargatanas
    Main Class
    Pugilist Lv 50
    I'm just a little upset that Flurry and Light Strike can't be my main attacks anymore. No more Pugilist tanking?
    (0)

  7. #7
    Player
    Zkieve's Avatar
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    Mar 2011
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    Character
    Skieve Shadowfang
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    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)

  8. #8
    Player
    Physic's Avatar
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    Bladed Arms
    World
    Balmung
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    Monk Lv 70
    Quote Originally Posted by Zkieve View Post
    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 our 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.
    Just because the game needed changes, doesnt mean it needed these changes.

    My biggest problem with these changes is they are

    making DD melee less Unique
    Slowing down the pace of battle
    And the SP gains are most likely not changing

    these battle changes, for a DD seem to suggest, battle will be less entertaining, take longer outside of battle, (waiting for mp) and overall give you less sp per hour (because it takes longer to kill things)

    If these changes slowed battle, but made it more strategic, allowed at optimal playstyle similar level of effeciency, or gave more SP per hard fight, i would be fine with it. But none of that is what these changes suggest.

    I could be wrong, i guess we ll see in a hour or so
    (1)

  9. #9
    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 Physic View Post
    Just because the game needed changes, doesnt mean it needed these changes.

    My biggest problem with these changes is they are

    making DD melee less Unique
    Slowing down the pace of battle
    And the SP gains are most likely not changing

    these battle changes, for a DD seem to suggest, battle will be less entertaining, take longer outside of battle, (waiting for mp) and overall give you less sp per hour (because it takes longer to kill things)

    If these changes slowed battle, but made it more strategic, allowed at optimal playstyle similar level of effeciency, or gave more SP per hard fight, i would be fine with it. But none of that is what these changes suggest.

    I could be wrong, i guess we ll see in a hour or so
    How could DDs already be less unique? Other than a couple of class-specific abilities, everyone could already use everything, and generally the good WSs for one class stay useful on other classes (Bloodletter, Skull Sunder, etc.).

    And overall, MRD and LNC played a lot alike, ARC and GLA still going to play differently, and the only one that got its combat style made more generic is PUG.

    Mages will actually have to have some skill rather than just put on a scepter and spam Sacrifice.

    Yoshi specifically said there would be a period when it felt like SP slowed down before all the changes through 1.20 were finished, so yes, for a little while leveling new jobs will be suckier. On the other hand, there are going to be more things to do besides just level new jobs.

    Battle speed is the only one I'm really worried about, because fast & frantic is a lot more fun than slow & deliberate.
    (1)
    "There are two things which are infinite: the universe and human stupidity; and I'm not sure about the universe." ~Albert Einstein

  10. #10
    Player
    Zkieve's Avatar
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    Skieve Shadowfang
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    Miner Lv 80
    Quote Originally Posted by Physic View Post
    Just because the game needed changes, doesnt mean it needed these changes.

    My biggest problem with these changes is they are

    making DD melee less Unique -Melee were really generic before, i honestly dont see how this changes makes it less or more generic than how it was.Elaborate please. TP dependence and usage is no different.What is diferent is now you dont have to spam key 1 to do normal atacks, instead you can plan and use several skills(since you dont have to count stamina anymore) in rotation to keep maximizing your dps.If a DD is standing there only AA and TP skill that dd sucks. As simple as that.Is not to diferent from ffxi battle type.
    Slowing down the pace of battle Maybe, but it brings a new type of strategy gameplay, or think before to do .spaming ( with few second interval to save stamina) to me, it was boring as hell.To be honest as gladi i barely had stamina left to do normal atacks with so many skills to use, i find the change refreshing.
    And the SP gains are most likely not changing- this matters not , changes nothin.Or to put it in a less nice way . I dont care

    these battle changes, for a DD seem to suggest, battle will be less entertaining, take longer outside of battle, (waiting for mp) and overall give you less sp per hour (because it takes longer to kill things).Serge vs strategy battles ?Im sorry but my choice is pretty clear

    If these changes slowed battle, but made it more strategic, allowed at optimal playstyle similar level of effeciency, or gave more SP per hard fight, i would be fine with it. But none of that is what these changes suggest. well , apart from the bolded part , is what the notes DO suggest to me.I dont care about the bolded part.

    I could be wrong, i guess we ll see in a hour or soNothin wrong having a friendly discussion while we wait for the game
    Like i said , the patch gives me a complete opposite view of thins than how you put it.But anyways ill dig and keep a good discussion alive.

    See above in red.
    (1)

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