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Thread: 4.0 abilities

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  1. #1
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    RiceisNice's Avatar
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    Flo Fyloord
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    Famfrit
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    Machinist Lv 80
    Quote Originally Posted by EdwinLi View Post
    I think it is not the question what it can not change but the question of what can a Merit/Modification system can change using what we already have....
    None of which that actually does anything to change MCH's gameplay. If you were to give GB a damage buff or a stacking dot, it has no change how a MCH plays, while the removal if cast times is straight up removing an existing mechanic to begin with. That's the perfect example of an illusion of choice where it doesn't have an influence on how you play the job. A better alternative (which was one of their scrapped ideas) is the concept of multiple attachments that augment your attacks, sort of like a stance. You'd have a choice of weaker, higher TP cost aoe weaponskills (and do away with spread shot, which is an exact copy of spread shot), or a stronger, less TP efficent attachment with more emphasis on DPS than sustainability, or not using an attachment at all. Ammo could've been a side resource used to use specific skills rather than what we have now for a straight potency buff and tp regen.

    I don't think anyone wants to be playing the exact same job in the exact same manner at level 70 cap when it as when it was 60. I'm not opposed ot the idea of a merit system to offer some form of customization (even if it does lead to the inevitable min/maxing and cookie cutters), but I don't want that to be the only thing that's supposed to be the growth to our character, because there isn't any feeling of growth or evolution.
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  2. #2
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    EdwinLi's Avatar
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    Edwin Li
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    Quote Originally Posted by RiceisNice View Post
    ----
    I extended the description a bit since you last posted. Check on it when you have the time.

    Back on topic:

    Those were just small examples as I do have much more gameplay changing examples on some of the skills but I rather not use them as example as those are just wishful thinking.

    As for introducing new skills to expands on Jobs the merit/modification can do that assuming effort and consideration how it changes certain skills and combos was put into it. As other have said there is a point when adding more skills does become a burden than actual growth of a character and completely changing a gameplay style for the job from what it was can have some negative effects as we saw in 3.0 when they completely changed the game play for Bards.

    Adding new skills to expand on current rotation can also be a burden as well as we see in Dragoons dealing with a RNG 4th combo while trying to maintain their new buff changing them from their more simple direct gameplay into a more RNG position depended gameplay. They expanded on Dragoon combos along with trying to change the gameplay style from its origial simple melee DPS base gameplay into a more maintain combo buff style gameplay but we already have that with Monk.

    Not to mention they may start running out of ideas on how to expand a Job's combo as we see with paladin's 4th combo skill introduced in 3.0 being a simple 350 potency direct damage skill with no Tank Job effects on it other than pure damage.
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    Last edited by EdwinLi; 06-17-2016 at 03:05 AM.

  3. #3
    Player
    RiceisNice's Avatar
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    Flo Fyloord
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    Quote Originally Posted by EdwinLi View Post
    I extended the description a bit since you last posted. Check on it when you have the time.


    As for introducing new skills to expands on Jobs the merit/modification can do that assuming effort and consideration how it changes certain skills and combos was put into it. As other have said there is a point when adding more skills does become a burden than actual growth of a character and completely changing a gameplay style for the job from what it was can have some negative effects as we saw in 3.0 when they completely changed the game play for Bards.
    This is where they need to put their thought process to the work. There's really little reason for BRD to have the exact same mechanic as MCH, minus being initially designed with it in mind. The merit system is fine, but by itself I'd hardly justify it as something that expands on your character for the next 10 levels.

    I'm not buying into the idea that my MCH "grows" by having their turret (which already has few interaction) doing more damage, but rather something that allows me to interact with my turret through the form of trick shots or micro-management, much like how I didn't buy how my BRD "grows" by having cast times slapped onto their ranged gameplay, essentially turning them into a caster. In general WM and even GB to an extent feels like a hot mess that had very little play testing to see if it was viable (and it wasn't, considering they were actually a dps loss to a degree on release) and if it worked with the job's gameplay.

    Quote Originally Posted by EdwinLi View Post
    Not to mention they may start running out of ideas on how to expand a Job's combo as we see with paladin's 4th combo skill introduced in 3.0 being a simple 350 potency direct damage skill with no Tank Job effects on it other than pure damage.
    If they are running out of ideas, then they're out of their league when it comes to content design and the game has no business passing off another expansion. Rather than new combos, add in both ability pruning (getting rid of unwanted abilties) and add in oGCDs that work as a inter-combo; Abilities and buffs that interact with each other rather than being a standalone that adds no depth. A stationary melee does that moves to rear/flank via abilties and spot dodging.
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    Last edited by RiceisNice; 06-17-2016 at 03:39 AM.
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  4. #4
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    EdwinLi's Avatar
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    Balmung
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    Machinist Lv 100
    Quote Originally Posted by RiceisNice View Post
    Rather than new combos, add in both ability pruning (getting rid of unwanted abilties) and add in oGCDs that work as a inter-combo; Abilities and buffs that interact with each other rather than being a standalone that adds no depth. A stationary melee does that moves to rear/flank via abilties and spot dodging.
    The "replacing" part is actually a very dangerous zone they have set up into FF14 due to their rule of not allowing players to use skills above the level sync so any new skills designed to replace a old skill will not be able to be used in older content thus they can't really replace a old skill unless it is for the more current content only.

    Unless they allow a skill that replace a certain skill to be used in a lower level area then the player is stuck with placing that skill into their skill bar incase they get into old content, forced to use only old skills, which SE tends to want players to return to older content to help newer players.

    SE will need to allow the "Replace" skills to be used in older content or allow all skills to be used in older level sync content if they wish to remove the issue of too many skills in slots if they ever introduce skills meant to replace older skills.

    As for oGCD and new buffs that could work if they don't introduce too many. As other said introduction of too many new skills is going to cause a issue with managing skill slot room. Maybe only 2 new skills per exapnsion with the rest being passives that improves existing skills through giving them new abilities or additional effects.
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    Last edited by EdwinLi; 06-17-2016 at 04:39 AM.

  5. #5
    Player
    RiceisNice's Avatar
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    Flo Fyloord
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    Machinist Lv 80
    Quote Originally Posted by EdwinLi View Post
    The "replacing" part is actually a very dangerous zone they have set up into FF14 due to their rule of not allowing players to use skills above the level sync so any new skills designed to replace a old skill will not be able to be used in older content thus they can't really replace a old skill unless it is for the more current content only.

    Unless they allow a skill that replace a certain skill to be used in a lower level area then the player is stuck with placing that skill into their skill bar incase they get into old content, forced to use only old skills, which SE tends to want players to return to older content to help newer players.

    SE will need to allow the "Replace" skills to be used in older content or allow all skills to be used in older level sync content if they wish to remove the issue of too many skills in slots.
    Didn't stop them from making the hot mess that the tanks are in (in regards to aggro) and the general gameplay of AST, DRK and MCH. And even then, these are post-60 additions that wouldn't have affect unless it was a change to the ability itself (additions to BotD as you level, versus changes to abilties like barrage and RoD). And even then, I'm mostly referring to foddler skills that add no depth; abilties like gauss round, DwaD, and cross skills in general.
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