Results 1 to 10 of 52

Hybrid View

  1. #1
    Player
    Kiara's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,462
    Character
    Kiara Silvermoon
    World
    Masamune
    Main Class
    Gladiator Lv 60
    There's definitely some truth to the OP. As Warlyx said:

    Quote Originally Posted by Warlyx View Post
    simple mechancis = harder rotations
    harder mechanics = simple rotations

    choose 1 , because easy easy is boring and hard hard drives ppl mad and away from the game...
    While it's nice that we have Boss Fights / Raids that are beyond the traditional Tank 'n Spank, the fundamental issue of going with the current is that with Harder Mechanics (Gimmick-heavy, Team Jump Rope stuff), and Simpler Job Rotations...

    1. It's more about watching YouTube and Learning the Gimmicks each Fight, than it is about going deep into your Job.

    2. After the initial "buzz" and newness wears off, it becomes extremely boring. I've seen people fall asleep in Titan Extreme (they do the same dodging / avoiding, they know what's coming next, and then eventually fall asleep get knocked off, and apologize after, LOL).

    Vs.

    Something with Simpler Mechanics, but Harder Job Rotations / Skill Trees allows each Battle to be more interesting, like a Street Fighter match. No 2 matches ever have to be the same. You can pull off various combos and react to situations differently.

    One way to possibly get this is via Skillchains (Renkei) or some way to Chain Individual Limit Breaks together (like CHRONO TRIGGER's Triple Tech System), where you can string certain Weaponskills (or if we have Individual Limit Breaks) string those together in a certain order to create "Custom Combos" (and Bonus Effects).

    Something like that would add some interesting layers to Combat in FF XIV.
    (2)

  2. #2
    Player
    Ryans's Avatar
    Join Date
    Mar 2011
    Location
    Grid
    Posts
    853
    Character
    Ryans Tardis
    World
    Hyperion
    Main Class
    Gladiator Lv 53
    Quote Originally Posted by Kiara View Post
    One way to possibly get this is via Skillchains (Renkei) or some way to Chain Individual Limit Breaks together (like CHRONO TRIGGER's Triple Tech System), where you can string certain Weaponskills (or if we have Individual Limit Breaks) string those together in a certain order to create "Custom Combos" (and Bonus Effects).

    Something like that would add some interesting layers to Combat in FF XIV.
    I've personally wanted this for a while now. Make the combat less about individual dps and more about group actions. Instead of having dps bring the bosses HP bar down faster the better they execute their rotations, have a personal limit break bar that fills up based on your individual performance. The better you personally do, the faster the bar fills up. Then you can use that limit break individually or combine it with other players to do combos. I'm not saying have DDs stop doing damage, I am saying have bosses with increased defense against actions or huge HP pools that require limit breaks to really make dents in them. Regular adds would still be the same and taken out normally.

    You could still whittle away a bosses HP bar without any kind of team work, but it would die significantly faster with proper limit break combo executions.

    It would sort of merge together the current system with the 1.23 system. You still have to hit buttons constantly, but you get a slower, more deliberate system on top of that.
    (1)