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  1. #11
    Player
    Leigaon's Avatar
    Join Date
    Apr 2012
    Location
    Limsa
    Posts
    740
    Character
    Zara Diaspora
    World
    Excalibur
    Main Class
    Carpenter Lv 63
    Maybe I'm just as bad as everyone else but I can see some good things coming from XI, still most of it has already been said. Yet with all the good that came from FFXI there were still plenty of problems, even with the good parts.

    Quote Originally Posted by JimmyDean View Post
    Mobs in XI worked on TP. And even then you didn't know what ability they were gonna use. Totally random.
    That's true, mobs did work on TP. You sort of got a feel for it though once you played enough and anticipated, or maybe I got very lucky guessing when a Goblin was going to use an attack. Still, you didn't have the giant indicators, but you did have the longer casting times and they said in the chat "XXXXX readies Tail Blow/Fireball" you knew what you were getting into. Did you have time to react? Sure! It was random so a Goblin would use Bomb Toss or Goblin Rush etc... but after fighting for so long you knew how to react to it just a fluently as we do now with these indicators and knowing what's coming at what %. I knew to make sure barfira was up, or that I needed to AoE stoneskin the party with titan or get back and get ready for the cures.

    So even though it was random, you have been killing Goblins since..forever, and knew how to react. In the end, you get the same thing as you do now with XIV. I'd only change the indicators, like Titans plumes, something that looks natural. Or WoD, where the ground gets messy before something eats you.

    The call for subjobs and expanded gameplay on certain jobs was a good idea but it sort of fell through. Like others said, you were forced to run as SMN/WHM. Even the end game bosses, there was a set up way to do things. There were chainspell stunners, people building up TP in the background and working off of the MB. While skillchains and magic bursts were wonderful, it would be another thing we have to wait on. The forbidden melee RDM (Guilty of being one! Up to 55!), playing PUP (PUP/THF, PUP/WAR..PUP/WHM main healing puk parties..) but like others said the way they were made it didn't always work. Warrior was meant to pick up any weapon, use the mobs weakness (blunt, slash etc) to get the dmg boost and help with SC, but was best to stay with certain weapons due to how their ranks were. RDM, jack of all trades, got spells so late and lacked gear and their skill ranks. When you really saw something new it was awesome though. I remember seeing SAM/RNG just destroying flying mobs in XP pt's. BST's were solo, and my friend would be a BST yet, being in parties he would rock. Just blew they had that Pet XP reduction so early on..

    Horizontal progression was wonderful, you expanded on the job. Yet in the end I'm blinking to run through enfeebling / enhancing / healing / elemental magic, or through every...single..staff as I summon avatars just to save a few ticks. I will always love XI, and remember how I got the weathers to unlock summoner. Yet when I think about what they should implement, I realize either it's already in the game in some way, wouldn't be as good as we think it would be or if brought in could work but the rework would just be insane.

    I always wondered, if instead of getting traits like Enhanced PoM would we be more happy if our relic did the same thing???

    I love the casual side to this game, I do believe it moves too fast and we don't get to appreciate the beauty these guys have put into this game because we're forced to grind so much. Maybe some things from XI could come to XIV, but when you bring in something good you always have to counter with balancing out the bad. Nothing comes without a negative impact of some sort. I do think the player base is ready for more in depth, and there will always be a "best' way...but that balance, is what is the hardest part of all.
    (3)
    Last edited by Leigaon; 08-04-2016 at 09:58 PM.