If an elemental system was added. Pretty much every class, monster and duty would need to be reworked, they're not going to do that.


I am not proposing the Elemental wheel come into this game. This SC system is only if you have a color attuned hotbar you can skillchain or burst, one effect isn't greater than the other per say.
Adventure Journey Concept: http://goo.gl/b6SyTh
Skillchain Concept: http://goo.gl/tts8Cz
Power Modifier Concept: http://goo.gl/Md3UAB
Ha made my own, was something like this.
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lol great creation there
Adventure Journey Concept: http://goo.gl/b6SyTh
Skillchain Concept: http://goo.gl/tts8Cz
Power Modifier Concept: http://goo.gl/Md3UAB
What if most classes, monsters, and duties could already use rework, and an elemental system happened to be a cohesive means or parallel of introducing those changes? We're already seeing a lot of concern about the long-term possibilities, and limitations thereto, displayed by the systems we have, classes, monsters, and duties often being chief categories for those issues' examples.
Not saying it needs to happen, or even that, in anything like the means suggested here, that it ought to be implemented at all. But if an idea does eventually strike gold, and fits the design model desirable for the future of the game, then it shouldn't be thrown out just because it needs surrounding changes. At that point it becomes the perfect excuse for them, in the way that good writing includes its necessary details while seeming wholly natural. What is really a lot of deliberation, reiteration, and fine detail work comes off as a unified, attractive addition.
I 100% agree with you, however I don't see this rework happening anytime soon, if at all.What if most classes, monsters, and duties could already use rework, and an elemental system happened to be a cohesive means or parallel of introducing those changes? We're already seeing a lot of concern about the long-term possibilities, and limitations thereto, displayed by the systems we have, classes, monsters, and duties often being chief categories for those issues' examples.
Not saying it needs to happen, or even that, in anything like the means suggested here, that it ought to be implemented at all. But if an idea does eventually strike gold, and fits the design model desirable for the future of the game, then it shouldn't be thrown out just because it needs surrounding changes. At that point it becomes the perfect excuse for them, in the way that good writing includes its necessary details while seeming wholly natural. What is really a lot of deliberation, reiteration, and fine detail work comes off as a unified, attractive addition.
The biggest issue with skill chains is weapon skill spam in my opinion. 6 people are smacking something to all holy hell by smashing buttons as quickly as they can, nearly the entire fight. How anyone can set up a skill chain...it would be insanity. It worked in FFXI because you had to build up to it. I wish they, along with elemental buff/debuffs were in the game, but sadly they ruined it.


Eso is pretty fast paced as well and I manage Synergy pretty easy there. Only difference here is it's more than one step. A visual indicator attuned to a color is displayed on screen. You either connect the dots or ignore the dots. Slightly easier encounter management if you do pull it off.
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Adventure Journey Concept: http://goo.gl/b6SyTh
Skillchain Concept: http://goo.gl/tts8Cz
Power Modifier Concept: http://goo.gl/Md3UAB
I am a little apprehensive when it comes to adding FFXI's battle elements into this game, I really enjoyed 11 and would hate to see this implemented and made into something different (which ultimately would be the case).
I had a similar idea like this one for group synergy but it used the 1.0's version of skillchaining...though I am a little reluctant to start threads...
Back on topic, the ideas are really nostalgic, but for the sake of being disappointed in the implementation, I do hope they find another avenue to create group synergy, which isn't hard, I think they have the basic building blocks for it.
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