As long as there are plans to improve it that will be fine, but as it is the system is fairly cumbersome :PI wish
http://lodestone.finalfantasyxiv.com...f41187877f842a
Light stab has 30 secs cool down and works well as initial attack, we probably just have to live with it until this feature is improved/adjusted.
Relying on a cooldown attack as your opener will be difficult if you have to re-engage quickly
Is the issue with auto attack being cumbersome a problem local to mouse and keyboard? Because among my friends and I who use gamepads found it to be very easy to operate.
As a side note, as dumb as this is going to sound, one of my favorite things about XIV is being able to unsheath your weapon whenever/wherever you want and I'd be disappointed if they did away with it.
haha yeah that's kindof cool lolIs the issue with auto attack being cumbersome a problem local to mouse and keyboard? Because among my friends and I who use gamepads found it to be very easy to operate.
As a side note, as dumb as this is going to sound, one of my favorite things about XIV is being able to unsheath your weapon whenever/wherever you want and I'd be disappointed if they did away with it.
Yeah its more an issue with mouse/keyboard I suppose. Though my friend was using a controller and mentioned he was still having a bit of trouble.
Don't see why we couldn't have a cosmetic draw weapon emote. Lots of other games do this too!
Last edited by Phenidate; 07-23-2011 at 04:38 PM.
Let me teach you guys a magic way. Tab+ enter key or double click with left mouse will start attack
Make no mistake. I'm not you alliances. I'm here cause I just do what I felt is right thing to do.
auto-attack has presented a catch 22 in regards to the use of incapacitations as an opener attack. since auto attack will trigger upon proximity when a weapon is unsheathed and a mob is targeted, you cannot sneak up behind an enemy without great difficulty.
in example: i frequently kill Doblyns, in which i use Trunksplitter II as my opening attack from the rear as an outer body incap. with patch 1.18 in affect, i now have to race my opening WS against the auto-attack, which will poke the mob, and cause them to turn around, thus making my fight more of a pain. so i am actually button mashing MORE as a result trying to navigate my action bar and smash my weapon skill before my strategy goes out the window. this is very, very frusterating.
having my weapon put away will allow for me to target the mob and be in close proximity, which will buy me enough time to queue up my WS, however TP degeneration is AWFUL in passive mode and the initiation of attack is always a race against time... auto-attack just added more junk to juggle to make killing with strategy even more complicated.
we need a way to toggle the initiation of auto-attack so it doesnt trigger upon proximity or targeting. also if any Devs read this a trait that slows the rate at which TP is lost would be AMAZING.
Last edited by Pale; 07-24-2011 at 10:51 AM. Reason: teh typoz
^^,
... well, what is about that one:
we may just keep Auto Attack as it is
BUT
decrease 'delay timer' of simple weapon slashes/actions (those without TP usage)
to about 2-3 ('real life') seconds only (no more than 3 seconds, depending on gears rank or class)?
What do you think on following case, please?
... or is extremely decrease of MP cost for heals the better way to go?
Last edited by AlBhedMoog; 07-24-2011 at 11:58 PM.
I agree with Phenidate, I believe that micromanagement of the battle system sticks out a bit. Possibly because it doesn't carry the same fluidity as the newly implemented battle system. However, I think the battle system is headed in the right direction, and I believe this is somewhere on the list of upcoming changes.
In regards to the switching stances debate, I see no reason why they couldn't just initiate an auto-passive upon defeating the last mob in a group in the same way that we now have an auto-active upon initial attack. They don't even have to remove the ability to switch stances on the fly. I would be in favor of such an adjustment.
The trick to this is to not button mash, that is what is screwing you up. I do maneuvers like this all the time without frustration. Once you finish off your target, don't press anything at all except Tab (or D-pad) to target a new enemy. At this point you can stay in attack stance without being in auto attack. Position yourself behind the next target and initiate your weapon skill and auto-attack will automatically engage afterward.in example: i frequently kill Doblyns, in which i use Trunksplitter II as my opening attack from the rear as an outer body incap. with patch 1.18 in affect, i now have to race my opening WS against the auto-attack, which will poke the mob, and cause them to turn around, thus making my fight more of a pain. so i am actually button mashing MORE as a result trying to navigate my action bar and smash my weapon skill before my strategy goes out the window. this is very, very frusterating.
I personally was very worried about how selecting targets was going to be because in the video the player just went into active mode and started wailing away. Being able to be in active mode and not attack is a very useful function in a multi-monster scenario (You don't want to start smacking whatever is closest to you). This current system allows you to switch to active mode, find a target, then engage it after you have confirmed that is your target. You can easily switch targets too (for keyboard Id assume its just Esc+Tab(x times)+Enter to select a new target). Like anything new it just takes an open mind and a little getting used to.
PS: I forsee this being like the target system though, in a few patches we'll have "Auto attack mode A B C D E and F" to chose from =P)
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