But it did makes things better for a lot of other people.
Only way to cater for this is to add the option to toggle auto-attack on/off
Then battle caters for the needs of both sides.
Other than them implimenting this... dunno...
Some people really like autoattack, like the practically want to marry it, but if as many people don't like it, then was it really worth the investment and manpower? Surely the answer to that is no.
People say "wait for updates to autoattack system and it will be amazing", but if you think about it, we could have had one year of patches to the active-combat system instead, and perhaps we could find ourselves in a better position today had SE taken that route instead.
It's stupid to dwell on the past, but looking forward, let's just hope the development team doesn't continue to make wasteful decisions under Yoshi's leadership.
Last edited by User201109011315; 09-11-2011 at 08:01 PM.
By far most people I've encountered prefer the current system, I see mainly just the same few people complaining about it. Most of them appear not to even play much anymore so I question their ability to really judge the new system.Some people really like autoattack, like the practically want to marry it, but if as many people don't like, then was it really worth the investment and manpower? Surely the answer to that is no.
People say "wait for updates to autoattack system and it will be amazing", but if you think about it, we could have had one year of patches to the active-combat system instead, and perhaps we could find ourselves in a better position today had SE taken that route instead.
It's stupid to dwell on the past, but looking forward, let's just hope the development team doesn't continue to make wasteful decisions under Yoshi's leadership.
If the system makes people not want to play, what does that say about it? I mean im not saying the old system was perfect, or that any system with AA will blow. Im saying that this system they created, and it primarily effects 4 classes makes 3 of them play virtually the same. the one that doesnt, is really because its tanking, if it was DDing it would also play the same, and that style is basically amass massive tp and use WS in rotation, use only skills that somehow increase your tp or your dmg.
When i used to solo monsters 10 levels higher, especially high exp giving mobs like raptors, or when i duoed eyes and slimes, i truely felt involved and interested in each battle, thinking how to best deal with this enemy, whats its strengths and weaknesses were, setting up BRs when i was duo or trio, throwing an extra cure, or trying to keep hate on me with mostly skill use. Now, its just burn it down, you can either kill it it or you cant, tactics strategies, secondary. I can tell you the type of diferent straegies and tactics i used to employ to best deal with different monsters strengths and weaknesses, how the strategy for taking down an eft differed from vultures, mongrels, ahriman, or puks. What strategies do you employ now in the new system that you couldnt do before?
Old system aside, its gone, and now we are looking at a new one, that probably needs different mechanics to shine, so they should make more interesting mechanics for each class, not just some new WS that does the same thing, alter the playstyles, because they killed the old playstyles and synergies with the long cooldowns on the basic playstyle skills.
Look to make marauder feel like a slow moving powerful class with big hits to multi monsters, or a great ability to profit from taking on many monsters at once.
Accentuate pugilists reactionary abilities and ability to switch from offense to defense with greater benefits to one or the other but not necessarily both at the same time.
Give lancers more ability to control their own and the monsters positioning to increase its effectiveness in offense or limiting the monsters effectiveness
just my takes on what directions to go, but regardless the classes need more playstyle differences, and mechanics that work well within their own class to give each class an actual central concept to the execution of its roles.
It really feels like they have no idea on what they want to be different about lancer pugilist and marauder, other than how long they take to swing on how much hp/mp they have.
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