Because elemental resistance is stupid. Why not add blunt/striking/slash resistance too then? I'm sure people would enjoy old bosses having blunt and pierce resistance.
Because elemental resistance is stupid. Why not add blunt/striking/slash resistance too then? I'm sure people would enjoy old bosses having blunt and pierce resistance.
Last edited by Coatl; 10-11-2014 at 01:19 AM.
Wasn't that big of an issue in 1.x and in fact actually offered -gasp- options on your weapon selection (since they also had more than base stats!) with relic weapon obviously being the best.
Yeah, 1.x had both type of resistances. People usually took BLMs because it was the easy button.


In 1.0 had both resistance but BLMs had all the element spells so if u encounter an enemy with a elemental resistance you just change the spell. Now we can't do that because they separate the spells between BLM and WHM. The weapon resistance is more realistic since those didn't change much but elemental resistance as right now would be impossible unless a class/job rework yet againWasn't that big of an issue in 1.x and in fact actually offered -gasp- options on your weapon selection (since they also had more than base stats!) with relic weapon obviously being the best.
Yeah, 1.x had both type of resistances. People usually took BLMs because it was the easy button.
I love the official forums, they tell you to use the search for thread about what you wanted to talk but when you use it they judge for necro a thread.



No
Before job-system: All element spells were on CNJ (except the Astral/umbral spells)
After job-system: THM/BLM got Fire, Lightning and Ice spells. Lightning spells were single target spells, Fire spells were AoE spells and Ice spells were Crowd Control spells (Bind, Heavy)
Fight against single target? use Lightning
Fight against many targets? Use fire and keep an Eye on the MP bar
The element of the target? not important
Last edited by Felis; 10-11-2014 at 08:37 PM.



I would be perfectly ok with WHM being changed to not have elemental attack spells, but they sorta forced the issue by the design of Conjurer.In 1.0 had both resistance but BLMs had all the element spells so if u encounter an enemy with a elemental resistance you just change the spell. Now we can't do that because they separate the spells between BLM and WHM. The weapon resistance is more realistic since those didn't change much but elemental resistance as right now would be impossible unless a class/job rework yet again
I'm curious though: What was Conjurer like in 1.0? How did it fight?
Slash/blunt/striking/piercing resistance and vulnerability already exist (First Coil T2, Dragon Kick, Phlebotomize, Storm's Eye), but elemental resistances would end up with SE having to completely rework how jobs like BLM play and completely re-haul their rotation, unless they gave BLM's an action that "reversed" the mechanics of Umbral Ice and Astral Fire.
Bosses with already-existing resistances and vulnerabilities that you don't need to apply via skill usage would probably also encourage people being more selective about exactly what jobs they want in a fight. For example, a boss with piercing resistance would have people not wanting DRGs and BRDs in their group, same goes with a Fire-based boss and BLM because Ice moves are not DPS material, or having an Ice boss and people only wanting BLM's in their party. This only works in BCT2 because you get to choose how you arrive to the boss and what vulnerabilities it will have, resulting in a path that favors melee users, and one that favors magic users.
Exactly.
Last edited by Odett; 10-11-2014 at 01:50 AM.
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