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  1. #51
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    Mar 2011
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    Quote Originally Posted by Tigercub View Post
    I think we should just revamp the combat system once a month and never have new content ever again.
    Well a good combat system doesn't even need new content because it's always fun in and of itself. So it might actually be a sound investment.
    (1)


  2. #52
    Player
    Fiosha_Maureiba's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah -> Gridania
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    2,044
    Character
    Fiofel Zalalafell
    World
    Balmung
    Main Class
    Lancer Lv 1
    Quote Originally Posted by Jinko View Post
    • Stamina - 100% gauge which is diminished when using a skill - replenishes over time (kind of the oppisite of TP)
    • Combo system - each attack stacks up to a maximum of 5, skills require the cost of combo points (not to be confused with the combo system we have now)
    • Sacrificial skills - require the user to sacrifice HP in order to perform a move.
    • Tools - requires the use of tools (think ninja or something)


    Stamina would not work like the old system, for what its worth.
    Expounding on Jinko's post. And I'm butchering it some by adding some Final Fantasy 14ness into all the systems as examples.

    TP System (Current)
    • Successful auto-attacks and sustaining damage generate TP.
    • TP is used to execute all weapon skills.
    • Weapon skills may have extended cooldown based on the power of their effect (stun, AoE effect, increased damage).
    Stamina with Combo Points
    • Auto-attacks do not require stamina.
    • 'Opener' weapon skills like Fast Blade, Concussion Blow, or Heavy Shot require stamina and generate a combo point toward the current enemy.
    • Non-weapon skills such as Aegis Boon, Quelling Strike, Necrogenesis, or magic would NOT require stamina.
    • Stamina gradually regenerates during battle.
    • Combo points are consumed to execute 'finisher' weapon skills, such as Rain of Death, Steel Cyclone, Goring Blade, etc.
    • The current "combo bonus" may be amplified as a result of having more combo points.
      (i.e. 50% bleeding damage at 1 combo point. 250% bleeding damage at 5 combo points, etc.)
    • Combo points are lost if you switch targets, ensuring you can't take it with you.
    • The cooldowns of 'finisher' weapon skills may be adjusted to reflect the need to have stamina and combo points to execute them.
    Variation of Combo Points ~ using TP (similar to FF11 with a modification)

    • Auto-attacks and sustaining damage may generate minimal TP.
    • 'Starter' weapon skills such as Fast Blade, Concussion Blow, or Heavy Shot do not require TP. These weapon skills generate a significant amount of TP. Cooldown and trigger conditions may separate these abilities.
    • Trigger abilities such as Phalanx that requires a block or Fracture that requires a parry do not require TP and generate TP when used with minimal cooldown to reuse.
    • 'Finisher' weapon skills have improved effectiveness, both in damage and secondary effects based on the TP used when the move is performed.
    Component-based Abilities

    Using certain abilities may require components or ingredients.


    Examples: Expand hidden box to see.


    • Casting an AoE thunder spell may require an Eye of Lightning.
    • To use Sacrifice or perhaps avoid its HP consumption cost, Beastkin Blood, Scalekin Blood, or Spoken Blood may be required.
    • To use a Bomb Blast ability as an Engineer, you may need Bomb Ash, Grenade Ash, Bomb Arm, or similar item.
    • To trigger the AoE effect of Flash, you party members need Mardi Gras beads.



    TP Charge System
    A mage-based system centered around generating TP to unleash more powerful spells or sustain useful effects.

    • Landing attack spells and enfeebles generates TP.
    • TP may be consumed to use and/or maintain effects such as Shroud of Saints, Necrogenesis, Resonance, or Sanguine Rite.
    • Larger amounts of TP may required to cast higher level spells such as Aerora, Thundaga, or Holy.
    • The cooldowns of abilities affected by TP may be reduced as TP is the governing factor of when these abilities can be used.
    • References:
      Rift - Mages.


    Vengeance

    • No TP is generated from attacking.
    • A substantial amount of TP is generated from sustaining damage.
    • Rewards tanking. Inability to secure enmity results in inability for TP and thus cannot execute their weapon skills.
    Whoops gotta go! Will check in later. TP song may still help out with all of this.
    (4)
    Last edited by Fiosha_Maureiba; 04-14-2012 at 01:17 AM.

  3. 04-14-2012 01:17 AM
    Reason
    Retyope

  4. #53
    Player

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    Mar 2011
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    Limsa Lominsa
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    377
    Quote Originally Posted by Fiosha_Maureiba View Post
    Expounding on Jinko's post. And I'm butchering it some by adding some Final Fantasy 14ness into all the systems as examples.[...]
    Was just about to type something similar, but less comprehensive...

    In short, keep TP, but balance the means to gain TP among classes/jobs to diversify the gameplay. Here I say balance, because it's not a revamp, more like adjusting a few parameters.
    Examples:
    PLD: 50% less tp gained from damage given, 100% more TP from damage taken
    DRG: TP bonus on crits
    MNK: TP gained on evades + TP bonus on reflex skills
    WHM: Slow and continuous TP gain proportional to healing over time in the party, fix TP gains from curing a status effect
    BLM: Slow and continuous TP gain from DOT, fix gains from enfeebling effects
    (3)
    Last edited by northernsky; 04-14-2012 at 03:33 AM.

  5. #54
    Player
    KumaAkuma's Avatar
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    Mar 2011
    Posts
    803
    Character
    Kuma Akuma
    World
    Omega
    Main Class
    Marauder Lv 90
    I guess they could add an energy system. Tp is basically WoW rage system.

    Edit: Oh wait they did have an energy system at the start. Almost forgot!
    (0)
    (>°°)D_->__(O°°)>-_ʕ•ᴥ•ʔ_C-(°°Q)__O~~_t(°°<)_(;o0)___ʕ•ᴥ•ʔ_ʕ•ᴥ•ʔ_ʕ•ᴥ•ʔ_ʕ•ᴥ•ʔ

  6. #55
    Player

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    Mar 2011
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    Ul'dah
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    SEs system is unique..... They already have their own....
    (1)

  7. #56
    Player

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    Mar 2011
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    Besaid
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    Quote Originally Posted by KumaAkuma View Post
    I guess they could add an energy system. Tp is basically WoW rage system.

    Edit: Oh wait they did have an energy system at the start. Almost forgot!
    actualy you got it backwards

    wows rage system is final fantasys tp system

    ff came first

  8. #57
    Player
    Jinko's Avatar
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    Mar 2011
    Location
    Gridania
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    5,656
    Character
    Jinko Jinko
    World
    Moogle
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by KumaAkuma View Post
    I guess they could add an energy system. Tp is basically WoW rage system.

    Edit: Oh wait they did have an energy system at the start. Almost forgot!
    Yea but it was energy ontop of TP which didn't work.

    You only need one system really.

    Quote Originally Posted by TheVedis View Post
    actualy you got it backwards

    wows rage system is final fantasys tp system

    ff came first
    Yea dude get it right !

    We just need someone to find a similar system in EQ or UO so we can shut these guys up.
    (0)

  9. #58
    Player
    ThePatriarch's Avatar
    Join Date
    Mar 2011
    Posts
    537
    Character
    The Patriarch
    World
    Hyperion
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Jinko View Post
    Whats that got to do with it, I wasn't arguing who had it first ..

    I was simply saying FF11 and FF14 aren't the only MMO's to have a system were you gain points per hit.

    The person I quoted said it was unique .. unique when compared to other MMO's ..

    Why do I have to explain myself .. just Fing read what he said.
    Calm down captain! Relax, and let us breathe. I was joking with you. I mean, I posted "GOOD MORNING STARSHINE"

    Alot of MMO's use a TP/energy system of sorts, I mean we can get really in depth and start going back to Ultima/EQ.. hell we can reference old school D&D in some instances. TP is an aspect used in alot of games, albeit with different names.

    Unlike some of the younger posters we have, I have alot of respect for your posts chief. No need to get so snappy!
    (1)
    Bring Quality Notorious Monsters to FFXIV!

    http://forum.square-enix.com/ffxiv/threads/40738-Highly-Notorious-Monstersz


  10. #59
    Player
    Jinko's Avatar
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    Mar 2011
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    Gridania
    Posts
    5,656
    Character
    Jinko Jinko
    World
    Moogle
    Main Class
    Arcanist Lv 80
    It's ok I forgive you

    It's kind of hard to tell what's meant as a joke on here.
    (0)

  11. #60
    Player
    Onidemon's Avatar
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    Mar 2011
    Location
    Ul'dah
    Posts
    1,414
    Character
    Aaran Oni
    World
    Faerie
    Main Class
    Gladiator Lv 70
    Quote Originally Posted by Rokien View Post
    SEs system is unique..... They already have their own....

    Not saying TP is not unique or that it is a rip off or anything. I am saying each and every class should have a different system. Maybe not get rid of TP, maybe leave it for war or gld i don't know , but each class should play differently and have different mechanics.
    (0)

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