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  1. #1
    Player
    LilimoLimomo's Avatar
    Join Date
    Jul 2023
    Location
    Windurst
    Posts
    1,135
    Character
    Lilimo Limomo
    World
    Siren
    Main Class
    Black Mage Lv 100

    Do auto-attacks serve any meaningful purpose?

    Do auto-attacks serve any meaningful purpose?

    The current design of FF14's combat means that players are constantly doing basic bread-and-butter manual attacks even when they aren't doing big cool attacks...so also doing basic attacks that are automated seems redundant.

    But that's just me; curious if others may have insights that I'm missing.
    (4)

  2. #2
    Player
    LyraShu's Avatar
    Join Date
    Apr 2024
    Posts
    119
    Character
    Lyra Shuu
    World
    Midgardsormr
    Main Class
    Sage Lv 100
    IMO

    I mean, yes, but I get the point you are making. When you are plowing through your rotation doing potency 1billion on things, a AA doesn't seem like it is doing much. The general feedback is that, while it doesn't do a lot, it will add up over the course of a 30min piece of content so that if you were parsing or caring about numbers, it would give you just that bit more to push them. Otherwise, ya I never notice or truly care if my AA's aren't going off at that time. I am casual so taking 10 more seconds a dungeon is w/e to me.
    (10)

  3. #3
    Player
    HikariKurosawa's Avatar
    Join Date
    Jan 2021
    Posts
    746
    Character
    Hikaru Kurosawa
    World
    Ultros
    Main Class
    Dragoon Lv 95
    Removing auto attack would enable them to make our active potency higher, and it would feel like we are in control of our entire output. I agree that they are meaningless and I would describe them as archaic.
    (7)

  4. #4
    Player
    Malthir's Avatar
    Join Date
    Sep 2018
    Posts
    362
    Character
    Malthir Durnith
    World
    Cerberus
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by HikariKurosawa View Post
    Removing auto attack would enable them to make our active potency higher, and it would feel like we are in control of our entire output. I agree that they are meaningless and I would describe them as archaic.
    Well you would be wrong, they didn't have AA's in 1.0, they added them in ARR, because turns out having your character just stand there like a plumb in front of the enemy for nearly 3s in-between weaponskills is really really jarring.
    (19)

  5. #5
    Player
    HikariKurosawa's Avatar
    Join Date
    Jan 2021
    Posts
    746
    Character
    Hikaru Kurosawa
    World
    Ultros
    Main Class
    Dragoon Lv 95
    Quote Originally Posted by Malthir View Post
    Well you would be wrong, they didn't have AA's in 1.0, they added them in ARR, because turns out having your character just stand there like a plumb in front of the enemy for nearly 3s in-between weaponskills is really really jarring.
    In your opinion
    (0)

  6. #6
    Player
    Malthir's Avatar
    Join Date
    Sep 2018
    Posts
    362
    Character
    Malthir Durnith
    World
    Cerberus
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by HikariKurosawa View Post
    In your opinion
    No it's a fact, go look at combat in 1.0 on youtube, your character just stands there in idle animation inbetween weapon attacks, which makes the game feel slow and clunky, it's why they added AA's and OGCD moves
    (19)

  7. #7
    Player
    HikariKurosawa's Avatar
    Join Date
    Jan 2021
    Posts
    746
    Character
    Hikaru Kurosawa
    World
    Ultros
    Main Class
    Dragoon Lv 95
    Quote Originally Posted by Malthir View Post
    No it's a fact, go look at combat in 1.0 on youtube, your character just stands there in idle animation inbetween weapon attacks, which makes the game feel slow and clunky, it's why they added AA's and OGCD moves

    That's literally what ogcds are for now. 1.0 combat is irrelevant compared to modern ffxiv combat.
    (0)

  8. #8
    Player
    Enkidoh's Avatar
    Join Date
    Dec 2012
    Location
    Ala Mhigo
    Posts
    8,293
    Character
    Enkidoh Roux
    World
    Balmung
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Malthir View Post
    Well you would be wrong, they didn't have AA's in 1.0, they added them in ARR, because turns out having your character just stand there like a plumb in front of the enemy for nearly 3s in-between weaponskills is really really jarring.
    Only at 1.0's launch - autoattack was added to 1.0 in a later patch, after Yoshi took over as producer and director from Tanaka, and the battle system was redesigned from the ground up, as a test bed for ARR. 1.0 autoattack actually did contribute to building the TP gauge in order to use weaponskills and the like, as 1.0 the TP gauge started at zero, like FFXI, as you said. ARR swapped the TP gauge to being full at start however, so autoattack thus lost that particular use.

    ARR autoattack was useful for tanks to help keep hate on ourselves when DPS=enmity as every hit you did built up more hate. Naturally that's no longer the case.
    (1)
    Quote Originally Posted by Rannie View Post
    Aaaaannnd now I just had a mental image of Lahabrea walking into a store called Bodies R Us and trying on different humans.... >.<

    Lahabrea: hn too tall... tooo short.... Juuuuuust right.
    Venat was right.

  9. #9
    Player
    Syln's Avatar
    Join Date
    Aug 2015
    Posts
    654
    Character
    Saya Finwel
    World
    Omega
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Malthir View Post
    Well you would be wrong, they didn't have AA's in 1.0, they added them in ARR, because turns out having your character just stand there like a plumb in front of the enemy for nearly 3s in-between weaponskills is really really jarring.
    I can see Auto attack being relevant 11 years ago to provide dynamism to a very slow gameplay.
    The fact is that it's not anymore.
    (0)

  10. #10
    Player
    VictorSpoils's Avatar
    Join Date
    Mar 2022
    Posts
    908
    Character
    Victor Spoils
    World
    Coeurl
    Main Class
    Blue Mage Lv 80
    Quote Originally Posted by HikariKurosawa View Post
    Removing auto attack would enable them to make our active potency higher, and it would feel like we are in control of our entire output. I agree that they are meaningless and I would describe them as archaic.
    Quote Originally Posted by Malthir View Post
    Well you would be wrong, they didn't have AA's in 1.0, they added them in ARR, because turns out having your character just stand there like a plumb in front of the enemy for nearly 3s in-between weaponskills is really really jarring.
    Both good points, though they don't apply to DoM. BLM whacking things with a staff for 1 damage is like WAR having an MP gauge. These are supposedly just things that are expected to be ignored instead of updated or removed. I'd rather it be a ranged magic blast that deals a few hundred chip damage if it has to exist.
    (0)

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