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  1. #101
    Player
    Nero's Avatar
    Join Date
    Mar 2011
    Posts
    1,671
    Character
    Karon Mephisto
    World
    Ragnarok
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Rykan View Post
    So....I've been complaining about it since the launch. This game was a spam-fest nightmare for me on day one; even my "auto-attacks" had to be initiated manually. Well, I've come a long way, but i'm not there yet.

    I realize I were all tired of spamming my actions, but I can't BELIEVE this is what SE came up with, for the solution. Rather than INCREASE the duration and CD timers on my actions, they simply cut down the amount of actions I have access to. I mean, seriously, that's THEIR SOLUTION?

    Make my job/class even less unique by taking away 60% of our slot options? Were they just trying to salvage this crappy action bar, by cutting down the amount of actions I have available? or was this really their solution to the spam problem?


    I don't know, yet, but either way...I'm not impressed. I want Shell back; I want it and Protect to last longer than 30 f@#$ing seconds; I want tons of VERY UNIQUE actions; and I DON'T want to be spamming them every 3 seconds.

    Additional Note: Im pretty much self-centered and everything i say is true, because i say so
    Fixed for you, k thanks bye.
    (6)

  2. #102
    Player
    Rhomagus's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,076
    Character
    Rhomagus Asclepiot
    World
    Ragnarok
    Main Class
    Weaver Lv 51
    Quote Originally Posted by darkstarpoet1 View Post
    i agree with you as far as the meaning behind the way the new spells act. what i am getting at is with the original system you were not just casting lightning over and over because that was your only choice of what to throw at a mob. now if a mob is strong against fire you just throw

    lightning
    lightning
    lightning
    chameleon
    lightning
    red on hate throw freeze
    lightning
    lightning

    before it had tons of options and that made the class more fun to me. throwing the same thing over and over again is just boring. before it'd look more like

    bio
    dia
    banish
    scourge
    shadowseer
    drain
    siphon mp
    poison
    flashfreeze
    siphon mp

    this is what i liked about the old way the classes played was you had tons of options on what to cast and when to cast it. you could really tell the difference between someone really good at their class and someone that was quite bad. now it's such a generic battle system that the gap between a good player and a bad player is very minor and that's part of the reason content is absolutely getting destroyed as soon as it gets released.
    I agree, but to be fair shouldn't you be casting combos in the first example?

    I do miss some of the DoTs, Weaponskills, and especially the siphon skills (Drain, Aspir, Siphon TP). I especially liked how you siphoned more if the mobs were dead. In my opinion mages never had MP problems if they were using Aspir correctly. I know I never did. I also made liberal use of Spirit Dart.

    I don't like that the fire line of spells are all AoE because you get the problem you have in your example. Even though a mob is weak against fire, you're forced to cast lightning on it because it's a single target.

    Looking back at my example I'm even beginning to think that's even a bit redundant. I'd rather still have the AoE toggle. Have two part combos inflict a status effect and three tier combos inflict bonus damage with a bonus to MP reduction and cast time.

    I'm okay with casting the same spell as long as the combo effect augments the spell on each cast.

    For example:

    Fire (Base Fire Damage)

    Fire (Base Fire Damage)> Fire "becomes Fira" (Base Fire Damage + Chance to inflict burn)

    Fire (Base Fire Damage > Fir "becomes Fira" (Base Fire Damage + Chance to inflict burn) > Fire "becomes Flare" (Massive Fire Damage + MP cost/cast reduced when used in a combo.

    This way you're only equipping one slot per element on your action bar, Fire. That way you have four potential "spells" per cast per slot. The combo system augments the cast each time. Having the AoE toggle allows the player to decide whether or not they want to attack a single target or multiple targets. AoE damage is spread out among targets for balancing purposes. Some spells that don't spread out among targets are always AoE (like Protect. There is never a reason to single cast Protect. It should be perma Aoe). Have combos unlocked as you reach higher levels or equip job stones (A level 10 THM is unable to cast the Fire > Fira combo. A level 35 THM can cast Fire > Fira. Only a Level 50 BLM can cast Fire > Fira > Flare)

    Unfortunately people didn't like the extra step in confirming AoE casts which I think is the reason they initially removed that feature. I preferred it though. The only time it was really necessary was when attacking targets. I would get frustrated accidentally single casting Protect on myself when I meant to cast it on the party or vice versa; when I meant to cast Fire on a single target but forgot that my AoE was set to on when I opened the fight with Protect. Protect should never have been single target as it never overrode anything. The AoE toggle would've been much easier to deal with if they would have changed the behavior of specific spells.

    Having 3 tiers of the same spell was still redundant though. I prefer the level progression method they've instituted but there seems to still be redundancies that could be eliminated.

    EDIT: I agree with your edited post as well. They greatly reduced the adaptability for classes when jobs were implemented. I'd have preferred if jobs opened up new skills and eliminated cross classing while classes stayed completely open but missed out on upper group tier effectiveness. That way they would still be inline with the original intention of Classes for solo and Jobs for groups.
    (2)
    Last edited by Rhomagus; 05-26-2012 at 08:52 AM.

  3. #103
    Player Denmo's Avatar
    Join Date
    Jun 2011
    Location
    The Inn Room
    Posts
    1,498
    Character
    Denmo Mcstronghuge
    World
    Excalibur
    Main Class
    Thaumaturge Lv 100
    So I take it, judging from OP's posting habits, he:

    A: Doesn't frequent the forums

    B: Came back with Welcome Back campaign

    C: Really hates the game, but wants Legacy status

    D: Is masochistic.

    E: Wants FFXI 2.0


    At least 4 of these are true, I'm fairly certain.
    (4)
    Last edited by Denmo; 05-26-2012 at 08:48 AM.

  4. #104
    Player
    darkstarpoet1's Avatar
    Join Date
    Mar 2011
    Posts
    3,305
    Character
    Darkstar Poet
    World
    Excalibur
    Main Class
    Carpenter Lv 60
    Quote Originally Posted by Rhomagus View Post
    I agree, but to be fair shouldn't you be casting combos in the first example?
    yes, they would be in a combo as in thunder>thundara>thundaga. what i was getting at though is that it's still the same spell for all intents and purposes. it's just a lightning based spell. you brought up like the bind from thundaga, but also remember that effect only activates when casting it by itself. when you are a blm it's stupid to cast it by itself because it doubles the recast time on it and that combo is the only way to do good damage.

    i agree with you about the aoe toggle. i liked being able to determine whether to cast an aoe or single target spell depending on your situation. one of the things i consider more redundant is the fact, yes, you do have multiple versions of a spell on your bar. out of the 30 actions you had on your action bar you didn't have all 3 versions of each of the elements on your bar. you only equipped one maybe 2 versions of whatever spell was beneficial for the mob you were fighting against.

    now if you fight against a mob that is an umbral based mob a blm is worthless. that was the main thing about thm originally it was the mage over umbral/astral magics. if a mob was strong against one you equipped the other and then saved room to add other abilities that would help you in the fight. the abilities being set on the classes now gets rid of the versatility to get your job setup to where it is the most beneficial to the party. i enjoyed taking the time and finding out what is the best ability to equip on my class and figuring out what i could do to maximize my damage output. now the way it's done i either use fire spells or lighting spells and you cannot replace those 4 spells of the other element that's worthless in that fight.

    think about originally you had 30 abilities and you could put all kinds of choices into what you used on any given fight. now you have 25 and 8 of them are either a lightning based or fire based spell. that only leaves 17 total abilities that is not of those 2 elements.

    eidt: sorry missed your edit

    Quote Originally Posted by Rhomagus View Post
    EDIT: I agree with your edited post as well. They greatly reduced the adaptability for classes when jobs were implemented. I'd have preferred if jobs opened up new skills and eliminated cross classing while classes stayed completely open but missed out on upper group tier effectiveness. That way they would still be inline with the original intention of Classes for solo and Jobs for groups.
    i'm completely in agreement with you on this one.

    to me like i was giving an example earlier with thm, yes, it needed nerfs and tweaks. i just think they took it a step too far when they did it. thm was able to heal/buff/dot/nuke/enfeeble. they needed to reduce that to 2 of those things in my opinion. for example they could have taken thm to where it did nukes and dot's. you then had thm advance to the job of blm and later when they added the dot class that would have been its either job.

    it could have only had the low versions of nukes and low version dot's on thm, the advanced nukes on blm, and the advanced dot's on that unreleased job. that would have allowed people to take that class in either direction if they wanted. you could either take a blm and be a fantastic nuking job, take the dot job once it's out for upgraded dot's, or taken a thm in a situation where you needed someone that was proficient in both aspects to fill avoid.
    (1)
    Last edited by darkstarpoet1; 05-26-2012 at 09:11 AM.


    http://crystalknights.guildwork.com/

  5. #105
    Player
    Aion's Avatar
    Join Date
    Mar 2011
    Posts
    966
    Character
    Aion Zwei
    World
    Masamune
    Main Class
    Gladiator Lv 54
    Quote Originally Posted by Valmonte View Post
    now your learning, You maybe content with what you have, However i find this Cookie Cutter nonsense is getting old. Class Diversity was eliminated with everyone now possessing the same skill set...with no room for diversity. I am not content with that
    This is joking right? I mean...wha....
    (1)
    Aion Zwei - Masamune

  6. #106
    Player
    Valmonte's Avatar
    Join Date
    Jul 2011
    Location
    United Federation of Awsome
    Posts
    1,136
    Character
    Felix Valmont
    World
    Balmung
    Main Class
    Lancer Lv 35
    Quote Originally Posted by Aion View Post
    This is joking right? I mean...wha....
    No joke, you either Understand that there Could be more skills to allow Players to design there own play style or you don't...its not hard to follow.
    (1)

  7. #107
    Player
    Starlord's Avatar
    Join Date
    Mar 2011
    Posts
    7,180
    Character
    Luna Sushima
    World
    Siren
    Main Class
    Samurai Lv 91
    Quote Originally Posted by Valmonte View Post
    No joke, you either Understand that there Could be more skills to allow Players to design there own play style or you don't...its not hard to follow.
    Most games don't even allow you to be so "diverse" anyhow, what difference does it make? In FFXI the Subjob made it so you can be Diverse... in FFXIV its kinda of the same deal here except you have 2 classes to cross-class from to your job... Its still Diverse in its own way.. just limited on what you can do.

    Nevertheless, Not many games can give you diversity...
    (0)

  8. #108
    Player Denmo's Avatar
    Join Date
    Jun 2011
    Location
    The Inn Room
    Posts
    1,498
    Character
    Denmo Mcstronghuge
    World
    Excalibur
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by Valmonte View Post
    No joke, you either Understand My Logic or you don't
    Fix'd~~~~~~~~~~
    (1)

  9. #109
    Player
    Join Date
    Jul 2011
    Location
    Gridania
    Posts
    1,646
    Somewhere, English is weeping a most sorrowful tune.
    (4)

  10. #110
    Player
    Valmonte's Avatar
    Join Date
    Jul 2011
    Location
    United Federation of Awsome
    Posts
    1,136
    Character
    Felix Valmont
    World
    Balmung
    Main Class
    Lancer Lv 35
    Quote Originally Posted by Denmo View Post
    Fixed~~~~~~~~~~
    while your fixing things why don't you fix that predisposition you have against other people that have ideas or comments that you may or may not like.
    (1)

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