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  1. #1
    Community Rep Bayohne's Avatar
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    We have picked up a few of the concerns that sprung up since patch 1.18 and auto-attacked Matsui with them. (See what we did there? Auto-attacked? Haha!)

    It feels like the interval between auto-attack rounds is too long.
    Keeping in mind that we’ll be adding various new elements to auto-attack (such as haste and double attack), we have no plans of making significant changes to the basics of auto-attack, including the speed of attacks.

    It’s super hard to accumulate TP! I would like to attack FASTER!
    We would like to adjust TP accumulation while considering attack intervals and the balance between classes. Under the previous system, battles often began with the action gauge nearly full, so we understand that this may be why the beginnings of battles may seem slow now.

    We would like to improve the pace of battles by mixing in actions that don’t expend TP as the classes are further developed.

    I would like auto-attack for Thaumaturge and Conjurer removed. I hate it when my auto-attacks wake up the enemy I just put it sleep!
    We are working on being able to cast spells without going into active mode, so if auto-attacking is unnecessary, you can participate in battles using only your arsenal of spells. Passive/Active modes affect a lot of other functions, so we're sorry, but the adjustments will take a long time.

    Both the structure and balance need adjustments, so we think it would be better to provide more details at a later time.

    I want Spirit Dart and Phantom Dart to have lower recast times!
    We will look into this while considering class adjustments and class balancing.
    (81)
    Matt "Bayohne" Hilton - Community Team

  2. #2
    Player
    Lienn's Avatar
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    Mar 2011
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    Lienn Deleene
    World
    Gungnir
    Main Class
    Alchemist Lv 50
    Quote Originally Posted by Bayohne View Post
    We have picked up a few of the concerns that sprung up since patch 1.18 and auto-attacked Matsui with them. (See what we did there? Auto-attacked? Haha!)



    Keeping in mind that we’ll be adding various new elements to auto-attack (such as haste and double attack), we have no plans of making significant changes to the basics of auto-attack, including the speed of attacks.



    We would like to adjust TP accumulation while considering attack intervals and the balance between classes. Under the previous system, battles often began with the action gauge nearly full, so we understand that this may be why the beginnings of battles may seem slow now.

    We would like to improve the pace of battles by mixing in actions that don’t expend TP as the classes are further developed.



    We are working on being able to cast spells without going into active mode, so if auto-attacking is unnecessary, you can participate in battles using only your arsenal of spells. Passive/Active modes affect a lot of other functions, so we're sorry, but the adjustments will take a long time.

    Both the structure and balance need adjustments, so we think it would be better to provide more details at a later time.



    We will look into this while considering class adjustments and class balancing.
    Well, its such an unfortunate idea just bringing FFXI battle system here...it was a broken battle system that were mainly based into haste and multi-hit gear...and the answer already shown exactly this...and when i say they copied it from FFXI i have my posts removed... :/

    I hope you don't mind me not tossing you a "like" this time, Bay.
    (2)

  3. #3
    Player
    BlaiseLallaise's Avatar
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    Mar 2011
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    Ul'dah
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    545
    Character
    Blaise Lallaise
    World
    Sargatanas
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Lienn View Post
    Well, its such an unfortunate idea just bringing FFXI battle system here...it was a broken battle system that were mainly based into haste and multi-hit gear...and the answer already shown exactly this...and when i say they copied it from FFXI i have my posts removed... :/

    I hope you don't mind me not tossing you a "like" this time, Bay.
    I'll toss you a "like". I feel the same apprehension you do with the direction the battle system is going. Granted, I like the recent changes, but I also fear that it'll morph into something much like FFXI. I hope I'm wrong. I REALLY hope I'm wrong.
    (1)

  4. #4
    Player
    Tezz_Xivectro's Avatar
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    Mar 2011
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    Ul'dah
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    594
    Character
    Tezz Xivectro
    World
    Hyperion
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Bayohne View Post
    We have picked up a few of the concerns that sprung up since patch 1.18 and auto-attacked Matsui with them. (See what we did there? Auto-attacked? Haha!)



    Keeping in mind that we’ll be adding various new elements to auto-attack (such as haste and double attack), we have no plans of making significant changes to the basics of auto-attack, including the speed of attacks.


    We would like to adjust TP accumulation while considering attack intervals and the balance between classes. Under the previous system, battles often began with the action gauge nearly full, so we understand that this may be why the beginnings of battles may seem slow now.

    We would like to improve the pace of battles by mixing in actions that don’t expend TP as the classes are further developed.
    One subtle element being the revamp of stats i assume? You may also think about tying stats into TP accumulation & think about a type of "Store TP" trait.
    (such as higher tiers of INT/PIE for mages accumulates higher TP, or STR/DEX for melee)
    Would love to hear your thoughts on something like this.

    I'm not saying "do ONLY this!", but would be interested in knowing the types of things they have in mind for the stat reworking.
    Battles seem slow now, but this revamp could have us killing monsters quicker if it works out good along with Materia.
    (0)