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  1. #1
    Player
    Ghost_of_Ebina's Avatar
    Join Date
    Oct 2021
    Location
    グリダニア
    Posts
    352
    Character
    Kill-or Die
    World
    Bahamut
    Main Class
    Viper Lv 100
    They really need to re-introduce element-based damage / defense as a part of the game mechanics to make sure this plot / setting element makes sense.
    It would obviously be a nightmare -- having to add element-based data to every existing enemy / equipment / skills.
    However, that level of complexity will destroy the currently monotonous skill / job optimizations.
    (2)

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,874
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Ghost_of_Ebina View Post
    They really need to re-introduce element-based damage / defense as a part of the game mechanics to make sure this plot / setting element makes sense.
    It would obviously be a nightmare -- having to add element-based data to every existing enemy / equipment / skills.
    However, that level of complexity will destroy the currently monotonous skill / job optimizations.
    While you can certainly involve elements, an actual traditional elemental strength/weakness system basically exists only to rotate a reduction of choices, making it so only certain jobs are viable (and others barred) and only certain parts of even just those viable jobs' toolkits actually see use. While perhaps more technically 'complex' in itself, it usually results in a significant net loss in complexity for the game overall.

    Moreover, do you really want up to some 8 sets of gear just so you can play optimally via Wind Resist/Penetration gear for Barb, Fire Resist/Pen gear for Rubi, Umbral Resist/Pen gear for armored cyclops man, etc.?
    (8)