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  1. #111
    Player
    PikachuLink's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    340
    Character
    Zora Zora
    World
    Balmung
    Main Class
    Arcanist Lv 50
    Auto Attack Is Way To Slow!


    It also is only beneficial much to melee classes.
    (0)

  2. #112
    Player
    Sophia's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    502
    Character
    Sophia Firinne
    World
    Tonberry
    Main Class
    Conjurer Lv 100
    it is a little slow imo but im gonna wait and see whats changed in the next patch if anything regarding auto attack
    (1)

  3. #113
    Player
    MrKupo's Avatar
    Join Date
    Jul 2011
    Posts
    438
    Character
    Kupo Storaifo
    World
    Balmung
    Main Class
    Fisher Lv 76
    Quote Originally Posted by Kikosho View Post
    If you mean the AOE toggle, SE is planning on removing that in the future. No word on how exactly we'll AOE afterwards.

    As for the topic, based on how it's implemented, AA is fine for certain classes (or tanking, any class) but it's a hindrance for others. I honestly feel it's a stepback for SE considering their other games, offline though they may be, are faster and more engaging.
    Actually, i didn't mean the AOE toggle. I'm talking about the numerous set of skills that have AOEs that aren't just a circle around the character, which emphasizes moving around. For example, fighting a Peist head on is generally a bad idea because of the breath attacks. Fighting behind it will get you more damage but you will get hit harder more often because of the tail attacks. So it seems that those who dont want to get hit hard stay to the sides.

    The idea of cone AOEs, enemies in the line of fire, and incapitation are all concepts that are new or seldom been used before.

    Incapitation has been seen in games like Monster Hunter and Vindictus, but here it requires a little bit more knowledge of skills, classes, mobs, and location.

    And that peist on is only one example of how AOE makes the battling more exciting.
    The reason i called LNC out is because not only is that my main class, AOE is the most important aspect of playing LNC well.

    PS: I realize this has less to do with autoattack, but to say the battling is boring doesnt make much sense to me. That's not to say that autoattack is too slow or too fast. If they were to speed up autoattack, that would mean they would have to speed up the pace of battling overall. It's less time to think and react when this game is that sort of game.
    (0)
    Last edited by MrKupo; 09-19-2011 at 10:03 PM.

    When all else fails, Heck the Bed.

  4. #114
    Player
    Physic's Avatar
    Join Date
    Apr 2011
    Posts
    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by EmeraldHill View Post
    Have you even tried playing this game with a controller? Try going from 1 to 9 on the controller and tell me who could press those buttons faster.
    i do, and on kb its generaly about setti9ng your important skills clopse to each other, and the ones that are used together closer to each other. But believe it or not, t was never about hoe fast you pressed, animation delay was at least 1 second and stamina for most actions was at least 2 or 3 so you never have to press like a crap load.

    i usually play with controller, and for me having to press commands is generally a lot more comfortable with controller, although kb does put more stuff at a fast disposal, for me it is less comfortable and not as good for longer gaming sessions. Sometimes i do use both, pad for directional and kb for 1-10
    (1)

  5. #115
    Player
    Physic's Avatar
    Join Date
    Apr 2011
    Posts
    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by Murugan View Post
    "The previous system wasn't all about spamming basic attacks!!!"

    "The new system would be fine if we could just spam basic attacks more!"

    Yeah... you and the handful of others who preferred it were probably so good at the incredibly deep and complex previous system, and now all that "creativity" is just wasted. The fact is that there was no way you could use all the abilities you can now in one fight under the previous system due to the limitation of the stamina bar, it was impossible.

    So the new system does allow you to use a wider variety of abilities more often. It is an indisputable fact brought to you by the magic of science.

    I know you are a defender, you like the game and feel the need to protect it regardless. But really i dont see how you can say as a pugilist main that you have more control/strategy/options now. While removing stamina does allow you to use more non tp/cooldown skills in succession, there arent that many of those that are useful for a melee, who is actually the class that has to deal with AA most. Sure, maybe discerning eye is now almost free (other than the using any skill delay) but that additional option does not make up for my ability to have higher evasion at all times, or the ability to do less actions, and keep tp high with pummel, or the ability to do a massive amount of actions with flurry. Nor the relationship between when you can do flurry and when you cant.

    the problem with your science is it discounts cool downs, the main skills you want to use that bring synergy to your class usually are usually just a few skills and for most melee the cool down wasnt large. Truth is im better off using in class skills for damage, or effect due to accuracy and damage checks, or due to increased cool downs. only a few utility skills make it through to real usefullness. In the current system you actually go looking for crappy placeholder skills to fill gaps.

    for pugilist the biggest stamina saves that are better under this system for me, discerning eye taunt and blood bath. all the rest of my skills were pretty balanced for use. Oh i also need more tp moves to fill the time void, but before i wouldnt have needed them, because proper use of basic attacks on pugilist was generally better than cross class tp moves most times.


    For gladiator, i think this patch gave them way more options, because they had a lot of high cost skills, for the others it lowered it.

    Its not that i havent played and dont understand the new system, i actually got it just by looking at the patch notes, and when i played i saw it ingame. My main problem is its just not as deep of a system, Its not as entertaining and there is very little synergy.

    before skills worked together for different builds;
    light strike heavy strike pummel concussive blow jarring haymaker all worked well together. they provide a synergy in use that is better when you use all of them together. in this case all of these allow you to maintain a higher evasion and defense rate while assuring you almost always have tp to use reactionary skills, and are doing less actions so you allways are ready to counter.
    heavy strike flurry raging strike bloodbath victimize (other tp dump weaponskills) a focus on all out attack, flurry can build huge tp, and you focus is on building big tp than charging up a huge attack that can help keep you alive.

    see, the basic attack scheme we had before was a huge part of each style, in fact without the basic attacks each style doesnt work as well, and combine s well together. The high cost of victimize is primarily balanced by pugs ability to get a lot of tp fast, and the ability to stack a lot of buffs on one skill, without that, it would almost always be better to use 2 or 3 lesser weaponskills back to back.

    Im not going to say you cant press as many buttons as before, The focus is now on throwing a lot of differnt skills on your bar, even if they dont actually help you that much. and simply pressing all of them as soon as the cooldowns are up. Whereas before you picked and used skills that had a synergy, and used them mostly when the time was right, and most beneficial to you, Now you basically watch cooldowns on everything and your goal is to press them everytime the CD is up. It just makes it boring, you arent making tactical descions any more, i can write a macro that can do everything for me and probably get just as much success even versus high level tough monsters.

    before for easy stuff, a lot of people got by on spaming basic attacks, but that wasnt enough to beat monsters of a high tier 10 levels higher than you. Now i notice, its actually a lot harder to fight monsters in that range, because cures are nerfed, and my defense and evasion are lower, as well as the fact that i no longer have as much control over when to burst and when not to. But for monsters below a certain threshold, its faster, because your rushdown as far as tp/skills is faster. So what it feels like to me, is easy fights got easier, and harder fights became impossible. the entire system went from a more stategic or tactical battle, to a TP/skill rushdown rotation focus.

    and for me thats more boring.
    (3)

  6. #116
    Player
    Physic's Avatar
    Join Date
    Apr 2011
    Posts
    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by Konachibi View Post
    My experiences from combat since I started playing:

    Pugilist: Stacking evasion allowed me to constantly keep using moves like Jarring Strike almost constantly, the only time it felt slow was before I gained an evasion technique but at those levels enemies die so quick it doesn't matter. Now whenever I enter combat it's constant button pressing from the get-go, the first attack being light strike and then constantly using evasion counter moves as well as skills to increase my evasion or damage and using second wind when low on health, whilst at the same time building TP to use much stronger attacks, then never more than 3-5 seconds when I'm not pressing a button.

    Conjurer: Constant spell casting as well as adding buffs, debuffs, heals and regens to keep myself alive whilst keeping the damage on, the only waiting time is whilst casting spells, that's pretty normal for a spell-casting class in an MMO.

    Thaumaturge: Exactly the same as Conjurer, always spell-casting, stopping for even a few seconds could cause death.

    Archer: Need I say more? Light-strike constantly then spew off a few TP moves like Penetrating Shot, Shadowbind etc. Always pressing buttons and moving around.

    Gladiator: Though I haven't played this class much at all I still found I was using skills often, at first it was slow waiting for TP build from auto-attack but as more skills were gained through levels there were more buttons to press and more reasons to move around, the GLA tank in my LS is constantly throwing out skills at level 30.

    Those are the classes I've played with at the moment, sure it'd be nice for some of their basic attacks like Light Strike etc. to have a smaller cooldown but still every class from the list above can have very fast-paced combat. If you're finding it all too easy and you're never using skills try removing some skills from your action bar that aren't part of the class you're playing (e.g/ take cure and protect away from PUG action bar), add more skills that are relevant to your current class, and try it out then. If it still feels slow and boring then try fighting tougher enemies. I've played a lot of different MMO's and trust me, there aren't a lot out there that has RPG style combat faster than FFXIVs.
    You didnt play before so ill tell you pugilist was even better at that style before, being able to put light strike buff up whenever they wanted as long as they balanced their stamina, also counter tp ws had low to almost no cost stamina wise which actually made them more valuable than they are now, because they were low tp, and low stamina. Now if you got a good tp ramp going, you can basically ignore them.

    Archer con and thaum arent effected by AA, and probably got some benefit from stamina removal, but since cast times generally trumped stamina, they play fairly similar to before.

    the real effect is on melee classes
    (2)

  7. #117
    Player
    Ichi's Avatar
    Join Date
    Mar 2011
    Location
    Limsa-Lominsa
    Posts
    173
    Character
    Ichi Cero
    World
    Hyperion
    Main Class
    Pugilist Lv 60
    heavy axe is heavy, hence, well you get my point.
    (0)

    Credit for the Elezen artwork goes to Naerko: http://naerko.deviantart.com/

  8. #118
    Player
    captainpicard's Avatar
    Join Date
    Jul 2011
    Posts
    297
    Character
    Captain Picard
    World
    Hyperion
    Main Class
    Goldsmith Lv 50
    it feels slow to me, even spamming other skills in between it still feels painful.
    (0)

  9. #119
    Player
    Murugan's Avatar
    Join Date
    Jul 2011
    Posts
    1,297
    Character
    Murugan Raj
    World
    Leviathan
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Physic View Post
    I know you are a defender, you like the game and feel the need to protect it regardless. But really i dont see how you can say as a pugilist main that you have more control/strategy/options now. While removing stamina does allow you to use more non tp/cooldown skills in succession, there arent that many of those that are useful for a melee, who is actually the class that has to deal with AA most. Sure, maybe discerning eye is now almost free (other than the using any skill delay) but that additional option does not make up for my ability to have higher evasion at all times, or the ability to do less actions, and keep tp high with pummel, or the ability to do a massive amount of actions with flurry. Nor the relationship between when you can do flurry and when you cant.

    the problem with your science is it discounts cool downs, the main skills you want to use that bring synergy to your class usually are usually just a few skills and for most melee the cool down wasnt large. Truth is im better off using in class skills for damage, or effect due to accuracy and damage checks, or due to increased cool downs. only a few utility skills make it through to real usefullness. In the current system you actually go looking for crappy placeholder skills to fill gaps.

    for pugilist the biggest stamina saves that are better under this system for me, discerning eye taunt and blood bath. all the rest of my skills were pretty balanced for use. Oh i also need more tp moves to fill the time void, but before i wouldnt have needed them, because proper use of basic attacks on pugilist was generally better than cross class tp moves most times.


    For gladiator, i think this patch gave them way more options, because they had a lot of high cost skills, for the others it lowered it.

    Its not that i havent played and dont understand the new system, i actually got it just by looking at the patch notes, and when i played i saw it ingame. My main problem is its just not as deep of a system, Its not as entertaining and there is very little synergy.

    before skills worked together for different builds;
    light strike heavy strike pummel concussive blow jarring haymaker all worked well together. they provide a synergy in use that is better when you use all of them together. in this case all of these allow you to maintain a higher evasion and defense rate while assuring you almost always have tp to use reactionary skills, and are doing less actions so you allways are ready to counter.
    heavy strike flurry raging strike bloodbath victimize (other tp dump weaponskills) a focus on all out attack, flurry can build huge tp, and you focus is on building big tp than charging up a huge attack that can help keep you alive.

    see, the basic attack scheme we had before was a huge part of each style, in fact without the basic attacks each style doesnt work as well, and combine s well together. The high cost of victimize is primarily balanced by pugs ability to get a lot of tp fast, and the ability to stack a lot of buffs on one skill, without that, it would almost always be better to use 2 or 3 lesser weaponskills back to back.

    Im not going to say you cant press as many buttons as before, The focus is now on throwing a lot of differnt skills on your bar, even if they dont actually help you that much. and simply pressing all of them as soon as the cooldowns are up. Whereas before you picked and used skills that had a synergy, and used them mostly when the time was right, and most beneficial to you, Now you basically watch cooldowns on everything and your goal is to press them everytime the CD is up. It just makes it boring, you arent making tactical descions any more, i can write a macro that can do everything for me and probably get just as much success even versus high level tough monsters.

    before for easy stuff, a lot of people got by on spaming basic attacks, but that wasnt enough to beat monsters of a high tier 10 levels higher than you. Now i notice, its actually a lot harder to fight monsters in that range, because cures are nerfed, and my defense and evasion are lower, as well as the fact that i no longer have as much control over when to burst and when not to. But for monsters below a certain threshold, its faster, because your rushdown as far as tp/skills is faster. So what it feels like to me, is easy fights got easier, and harder fights became impossible. the entire system went from a more stategic or tactical battle, to a TP/skill rushdown rotation focus.

    and for me thats more boring.
    The bolded part is why you probably have so much issues. Also discerning eye is useless, it is pretty much broken at the moment. Try using other abilities or go to the pugilist forum where there is plenty of information on exactly what skills you should be using and when. I'm sorry you are having so much trouble with the new system, but instead of writing a novel about how much you loved flurry spam take 2 minutes and learn how to play the class under the new system. You'll see what I am talking about.
    (0)

  10. #120
    Player
    Physic's Avatar
    Join Date
    Apr 2011
    Posts
    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by Murugan View Post
    The bolded part is why you probably have so much issues. Also discerning eye is useless, it is pretty much broken at the moment. Try using other abilities or go to the pugilist forum where there is plenty of information on exactly what skills you should be using and when. I'm sorry you are having so much trouble with the new system, but instead of writing a novel about how much you loved flurry spam take 2 minutes and learn how to play the class under the new system. You'll see what I am talking about.
    you dont get it, i know how to play the job. I am not new to battle. i understand how it works, it is lame.

    the whole style is dedicated to tp building and tp dumping, its the same now for every melee class.

    get tp, dump tp
    thats it.
    use skill as soon as cooldown is up, or wait for tp.

    invogorate is now a required skill, by your own words, why? because the entire melee game is get tp and dump it, and invogorate no longer has any cost or choice associated with it.

    it is boring

    Its sad that what your implying is that under the current system, there is only one loadout of skills,

    "there is plenty of information on exactly what skills you should be using and when"

    this statement is the fail of a battle system. If there is only one path which goes even to the point of exactly when to use skills, why not just get a machine to do it.

    rotation cool down non dynamic i could write a macro to play this game for me battle design is crap.

    what choices are you making in battle?
    how do you alter your play to adapt to specific enemies?
    what happens in a battle that you have to react to?
    where is the strategy in your fighting on a personal level?

    every FF had elements of this in every battle, except when you out leveled your opponent, you chose when to defend, when to attack, when to increase defense, when to focus on attack when to heal. You had sequences of events that set up specific abilities (most limit breaks) you had differing enemies that would require you to use your same skills differently and focus on that.

    where does this happen in this system now? people hate on ff13, but even with an almost completely automated attack system, you still had to answer all of the questions, going even further for some enemies.

    This battle system is almost completely without depth for melee now. It wasnt that deep before, but now its nothing. we can now all be robots and be you murugan. fail
    (2)

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