What you said here:
Is what I said here:
Animation lock for high power weaponskills and abilities so that the usefullness of the skill is balanced in part, or in whole, by the period of vulnerability - fine.
Animation lock for normal moves and abilities that aren't that useful (especially when mobility is supposed to be a large part of a character's playstyle - see: Archer) - not fine.
However, your being in agreement that archers should not be able to run and shoot results in a limiting of gameplay. How is it fair that every other class can hit and run while archer cannot?
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My Threads: http://forum.square-enix.com/ffxiv/s...vBForum_Thread
Do you really want everyone and their mother kiting mobs around to avoid damage? It'd kill any notion of tanks in a pt.
You can see a similar example of such a battle system's results in White Knight Chronicles 2. Standard Tanks are outright shunned there.
Animation lock would be fine in a game with no latency. The major issue is the positioning/environmental damage that has already been seen in the Ifrit fight, and the devs have said such fights are only going to get harder. So, the three ways you can die to this kind of thing are:
1) Being dumb, which is a fine way to die because you need to learn how to play better and everyone gets to have a laugh.
2) Latency/lag, which is not fun.
3) Animation lock while standing in a hazardous place.
The problem is, with the way that data is handled in XIV and the fact that you can't control latency on both your side and more importantly S-E's side, when a combination of latency and animation lock hits you, there's no strategic element to it. Your move may keep you in place for 1 second or 5 seconds, and lag can only jerk that time upwards.
In a perfect world with no lag, animation lock would be an acceptable thing to plan around.
Having archer being able to Light Shot without being stuck in the mud isn't going to turn the Ifrit fight into a kitefest.
And if you haven't noticed, having an archer run up to Pugilist range in order to build TP is not the way a ranged class is supposed to be played. Light/Close/Multi shot is supposed to be the Archer's equivalent to auto attack to build TP, and them getting locked in place for it is unnecessary and detrimental to the class, as you can see in the Ifrit fight.In case you haven't noticed, archers have the same auto attack that every other war and mage class has. Them shooting arrows is also the same TP building moves that said melees and mage classes have, that also have the same animation lock. It all seems to be equally treated, if you ask me.
I read what you wrote the first time, and this is a game, not real life. Gameplay must be designed with fun and balance in mind, first and foremost.
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My Threads: http://forum.square-enix.com/ffxiv/s...vBForum_Thread
It is rather funny though, about a month ago I posted a strat for archers in Ifrit, and people tried it, and it worked :P Use the mage spots and shoot away. Be smart, you can do 3 shots after each tp attack. Think your way out of a problem.Having archer being able to Light Shot without being stuck in the mud isn't going to turn the Ifrit fight into a kitefest.
And if you haven't noticed, having an archer run up to Pugilist range in order to build TP is not the way a ranged class is supposed to be played. Light/Close/Multi shot is supposed to be the Archer's equivalent to auto attack to build TP, and them getting locked in place for it is unnecessary and detrimental to the class, as you can see in the Ifrit fight.
I read what you wrote the first time, and this is a game, not real life. Gameplay must be designed with fun and balance in mind, first and foremost.
I know that using archers is possible in the Ifrit fight. That's not the point.
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My Threads: http://forum.square-enix.com/ffxiv/s...vBForum_Thread
Ah yes, you were one of my critics....Having archer being able to Light Shot without being stuck in the mud isn't going to turn the Ifrit fight into a kitefest.
And if you haven't noticed, having an archer run up to Pugilist range in order to build TP is not the way a ranged class is supposed to be played. Light/Close/Multi shot is supposed to be the Archer's equivalent to auto attack to build TP, and them getting locked in place for it is unnecessary and detrimental to the class, as you can see in the Ifrit fight.
I read what you wrote the first time, and this is a game, not real life. Gameplay must be designed with fun and balance in mind, first and foremost.
You want me to argue without using the laws of physics, logic, or common sense? Very well, name ONE movie, game, or written novel where a bowman is firing his bow while running circles around his target, on his OWN two feet (shield surfboards do not count, so don't even try the LoTR excuse.) I won't be surprised if you can't find one.
Be surprised.
http://www.youtube.com/watch?v=yMtzAXP4gt4#t=01m05s
Your video game history needs brushing up.
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My Threads: http://forum.square-enix.com/ffxiv/s...vBForum_Thread
still not running at full speed is he?Be surprised.
http://www.youtube.com/watch?v=yMtzAXP4gt4#t=01m05s
Your video game history needs brushing up.
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My Threads: http://forum.square-enix.com/ffxiv/s...vBForum_Thread
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