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  1. #10
    Player
    Velhart's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    2,849
    Character
    Velhart Aurion
    World
    Hyperion
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Sandpark View Post
    But I have figured out how to make chain of effects work. And I examined XI, GW2, ESO, any game with synergy. I came up with a way to make it work in this game without bringing the elemental wheel back. Just because you think an idea isn't good doesn't make it so. I don't mind vertical. I do mind gear being obsoleted every 3-6 months. It's a moving goalpost that doesn't serve the mid-casual core base.

    http://forum.square-enix.com/ffxiv/t...=1#post3806707
    Its funny, the next post after your idea summed it up beautifully.

    Quote Originally Posted by Enkidoh View Post
    Unfortunately, one of the fundamental aspects of FFXI's Skillchain system and thus, the concept you've developed (that is, elemental damage) is utterly useless here given the fact the elemental wheel is neutered. So a weaponskill's element would be nothing but for dramatic effect. Besides, SE did have a sort-of skillchain system in FFXIV 1.0, called 'Battle Regimen'... which didn't work as well as it should have, so it was scrapped when Yoshi took over and redesigned 1.0's battle system to something more similar to what we have now.

    Another problem that was particularly notorious in FFXI with this system was the fact it fostered 'job favouritism' for the aforementioned element-bonus. Certain Jobs were used to exploit the magic burst effect and certain Jobs that could make use of certain weaponskills, and other Jobs were ignored. FFXIV's system is designed specifically to stop Job favouritism, so the magic burst system simply would not work here.

    Also your idea is not too different to the current weaponskill combo system we have, only made far more complicated (perhaps unnecessarily so) - why make things more complicated simply for the sake of complication? Given the game is designed specifically for new players and those of more moderate skill, over-complicating things just goes against this idea I'm afraid. Your concept was well thought out, but sadly, for these reasons, I don't see such a system ever being implemented I'm sorry.
    Like I said, I am not saying it wasn't thought out, but you don't think ahead on how it affects the balance of jobs and battle mechanics.

    Quote Originally Posted by Alaltus View Post
    Egi's as a lore point pretty much blew the door open for whatever SE could choose to do with them, unfortunately that choice was to have them set on auto the majority of the time.
    I am sure if the egi's looked more like the primals, I doubt SMN's would complain as much.
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    Last edited by Velhart; 08-14-2016 at 10:55 AM.