dont go off into yo' hate war... ready what i typed D:And my point about XI's battle system was that nothing was ever handed to you. People learnt, developed and evolved within that system, and thats what kept it interesting.
Hell, I remember the rise of war/nin back in 05' lol. This game needs stuff like that
Currently we know all there is about the classes and how to work them "rank everything to 50, get affinity for everything".. is the current prevailing idea...
Just simply showing it's just as easy to be a dickhttp://forum.square-enix.com/ffxiv/t...e-need-STAMINA
Nice one. I think I heard that somewhere before, recently.
the way i see it, is that they could keep stamina even having auto attack, auto attack would be for normal damage and TP generation, stamina for abbilities of your class and TP for weapon skills of your weapon, i dont think theres gonna be any trouble at all doing that,
as an archer i like the system as it is because i can choose wich action i want to do everytime, i dont find the system spamming, in the other hand with a close melee class like gladiator you end up spaming same action a few times making it a little anoying,
making it short the system works for a few classes and not for others, i would aprove any change but keeping stamina, the auto attack feature would help weapons to be really different from each other like an elm velocity bow being faster than an ash longbow, but having the second one more range, i dont know feel free to add ideas.
and this is why the JP forums talk about a "gambit" system like ff12... I wouldnt like that personally though...the way i see it, is that they could keep stamina even having auto attack, auto attack would be for normal damage and TP generation, stamina for abbilities of your class and TP for weapon skills of your weapon, i dont think theres gonna be any trouble at all doing that,
as an archer i like the system as it is because i can choose wich action i want to do everytime, i dont find the system spamming, in the other hand with a close melee class like gladiator you end up spaming same action a few times making it a little anoying,
making it short the system works for a few classes and not for others, i would aprove any change but keeping stamina, the auto attack feature would help weapons to be really different from each other like an elm velocity bow being faster than an ash longbow, but having the second one more range, i dont know feel free to add ideas.
That's kind of what I said earlier. But keeping stamina, auto attack, tp, mp, and cool down limitations resembles a tye dye shirt.... bleh. Too messy.A. Remove the stamina bar.
B. We already have Cool Down limitations as well as TP/MP limitations.
C. If the stamina is removed, Impliment the Auto-Attack Feature.
D. Doing this will also allow Dual Wield and double/tripple attacking
E. If the Auto-Attack Feature is implemented then there will be a need for Weapon Delay and Haste equipment. This will further define and purpose weapons/classes within the game.
IE. A crafted bow offers 320 Delay but high damage with hard obtainable mats and a low success rate. A weapon dropped off a World Spawn NM that takes strategy and many minutes of combat offers 280 Delay and average damage.
Instead of just making each weapon that is higher Tier than the other has just a little bit more damage and nothing else/special to it.
You're no good at being a dick. Leave it to the pros.
Stamina is the entire backbone of the FF14 battle system. Without it the whole thing falls to pieces, as it was the mechanic the whole system was built around. If they add auto attack and remove stamina its a 100% guarantee that all our skills and ws's will be on a much higher cooldown timer, and you'll all be whining about it down the road.
Actually stanima does not regulate cure timers, or most abilities outside of a WS. no?Stamina is the entire backbone of the FF14 battle system. Without it the whole thing falls to pieces, as it was the mechanic the whole system was built around. If they add auto attack and remove stamina its a 100% guarantee that all our skills and ws's will be on a much higher cooldown timer, and you'll all be whining about it down the road.
(Cus' they are on independant timers.. i.e. you can cure anytime..)
And WSing... doesnt rly matter because it is regulated by TP generation. lol?
Last edited by Kam; 03-22-2011 at 12:22 PM. Reason: for clarity
Yes lets leave it to the pros. You sir are entirely... Wrong.You're no good at being a dick. Leave it to the pros.
Stamina is the entire backbone of the FF14 battle system. Without it the whole thing falls to pieces, as it was the mechanic the whole system was built around. If they add auto attack and remove stamina its a 100% guarantee that all our skills and ws's will be on a much higher cooldown timer, and you'll all be whining about it down the road.
Removal of the stamina bar will not affecect weapon skills as they are used with TP. Magic is used with MP and cool downs just like abilities (which is balanced) Currently the abilities we hvae available to us already has a LONG cooldown + large amounts of stamina use. With an auto attack you will have delay thus waiting to gain enough TP to use the WS (AKA FF11 combat system) The stamina bar is just a cumbersome annoyance. Those using a game pad will really hear me out on this.
IE. Auto attack is set to 1. One of your weapon skills is set to 5.
Begin: 1 right right right right 5 left left left left 1 right right right right right 6. Repeat.
Griss Stilgar (mysidia). Check my loadstone profile and realize you are preaching to the choir lol.
Onto stamina+ auto attack compatibility
I can see stamina and auto attack existing together if they go the following route. stamina costs are striped completely from every action that has the limiter of tp mp or a timer. The 1 slot is changed from the basic attack to a auto attack toggle. Attack Speeds are assigned to each weapon this background damage and tp generation is free of stamina cost as well as continuing to proc while being qued up for a battle regimen. basically your character is always doing something.
Stamina would still be burned by the execution of secondary attacks or actions such as throw, guard, heavy slash/stab, broad heavy and full swing ect. These would be at will actions with a hard limiter on there use from stamina costs. Tp balances its self out a bit with the current system of accruing it. basic attack damage + math magic = amount of tp gained. now when you are fighting a higher ranked mob the amount of tp you gain takes a dramatic swan dive because you are not throwing out as much damage from your basic attacks.
Now let me throw that all into a blender and extract an example of what I'm blathering on about.
Lets say you and a group of friends are out beboping around. All of a sudden the rare and notorious nasty one eyed albino spriggan appears. Jumping at this opportunity for fame and riches your group engages. Every one engages there auto attack and start to nickle and dime the mobs hp while gaining a bit of tp at regular intervals. Wanting to get this bugger down as quickly as possible melee's begin to use there secondary attacks burning stamina for extra damage and to gain tp at a faster rate. Even the mages can get in on the raw dps action by activating auto attack using the sub target reticle that people seem confused about for healing/buffing while staying focused on the spriggan of doom and tossing out the odd radiance/damnation or levinbolt/flashfreeze and using the fireworks we generally haul them along for.
Now the wrenches in the works comes from archer and the boogeyman of the targeting systems current oddness when it comes to subtargets. The mechanics of multi shot would have to be changed, I am also a bit hesitant to force archer and future ranged classes into a full-auto mode due to the inherent costs of munition use.
Yes Kam you are right. He doesn't know what he is talking about obviously.
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