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  1. #41
    Player
    Anathiel's Avatar
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    Mar 2011
    Posts
    378
    Character
    Anathiel Nocere
    World
    Leviathan
    Main Class
    Marauder Lv 50
    I honestly loved ff:xi way of parties, I just wish different jobs could have been in different roles. I always wanted to be a drk tank lol. But yeah I'm so impatient to find out what yoshi-p has planned for classes and battles in xiv.
    (0)

  2. #42
    Player
    Jinrya-Geki's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    2,845
    Character
    Jinrya Geki
    World
    Excalibur
    Main Class
    Thaumaturge Lv 90
    Looks like you were spamming you attack with Battle Regiment on.
    (0)

  3. #43
    Player
    Zaene's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    110
    Character
    Liara Lothaire
    World
    Tonberry
    Main Class
    Monk Lv 90
    Quote Originally Posted by Galamantyl View Post
    I am strongly against the ninja tank

    Not because I don't like the ninja. If it's one thing I hated about FFXI, it was the ambitious desire for every party to have a ninja tank instead of a paladin or warrior tank. It was bad enough (imo) that Warrior got the back seat to tanking closer to the endgame.

    However, I thoroughly enjoyed the ninja job. The need to manage your abilities and time them made it fun. But because common practice was to fight one monster at a time, the ninja replaced any conceivable tank. Even at endgame levels, ninja was the subjob of choice for tanks.

    I am strongly against fighting one monster at a time

    There is a way to make multiple opponents work, just not the way they did it in FFXIV. If you all recall Dynamis, every linkshell had it's own system for dealing with multiple spawns. There should be more incentive to fight multiple monsters over one at a time.
    That raises an extremely interesting notion. FFXI style partying with different numbers of monsters. Like a tag team of sorts, like two "tanks" one healer and two damage dealers. Both damage dealers can pull enemies, tanked by each tank while the healer heals, buffs, etc.

    It's an interesting idea.
    (0)

  4. #44
    Player
    Kirith's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    194
    Character
    Areon Maere
    World
    Ragnarok
    Main Class
    Lancer Lv 22
    Quote Originally Posted by Anathiel View Post
    I honestly loved ff:xi way of parties, I just wish different jobs could have been in different roles. I always wanted to be a drk tank lol. But yeah I'm so impatient to find out what yoshi-p has planned for classes and battles in xiv.
    Haha and i wanted to be a DD paladin!

    Jokes apart, more variation is the way to go, but i think there should still be limits to the roles otherwise the different classes would lose a reason to exist, like in the current FFXIV.
    (0)

  5. #45
    Player
    Anathiel's Avatar
    Join Date
    Mar 2011
    Posts
    378
    Character
    Anathiel Nocere
    World
    Leviathan
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Kirith View Post
    Haha and i wanted to be a DD paladin!

    Jokes apart, more variation is the way to go, but i think there should still be limits to the roles otherwise the different classes would lose a reason to exist, like in the current FFXIV.
    Not really, just give them more options, pld and drk could be either tank/dd. Lol now I'm getting into the class system. But honestly I see OP's point but I think whatever they're coming up with is probably gonna be an original idea that is put together from some old systems.
    (0)

  6. #46
    Player
    Kazimir's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    233
    Character
    Chuck Lebro
    World
    Sargatanas
    Main Class
    Conjurer Lv 5
    Quote Originally Posted by Kirith View Post
    You could do other things while waiting for a party in FFXI, but people were so dead set on partying the whole day long they would be unable to think/do anything other than waiting excitedly for an invite. Obviously after 10 hours of waiting anyone would feel dreadful.

    I still think that sort of thing shouldn't happen again, but i'd take it over the current system any day. SE thought they could solve it by making jobs flexible, but instead of giving single classes many roles they gave a generic role to every class.
    The two systems are opposite extremes, if you will.
    I agree, hopefully the adjustments to the classes will make them more unique from each other like in many FF games. It really isn't necessary for the classes to be so generic, you would still be able to solo just as well on leves if you needed to.


    I think a big problem with the game is just the length of the fights. When the mob dies in 5 seconds there is no need to coordinate anything, so this should be changed along with the class uniqueness. Increasing the mobs resistances and HP, as well as balancing there attacks and giving them more enfeebling skills and buffing abilities would improve the battles greatly and give more of an incentive for doing regimens, and it could be balanced by simply increasing the SP/EXP awarded by killing them due to the longer fights.

    The imbalance is also a huge issue with the guildleves. I believe that needs to be adjusted along with the class uniqueness. It's supposed to be 1 star = solo 2 star = band 3 star = party, yet I can solo a 2 or 3 star leve solo. How does that make any sense? Or how about when a party of 4 does some leves on 3 stars and everything dies incredibly fast and easily, but when they do it on 4 to make the fights more interesting, they get one shotted by an aoe.

    I also feel they should allow it to be possible to roam grind more effectively in the game at all ranks post 15 or so. Sometimes I want to rank up all day, yet after my 8 leves I have nothing else to do but craft. It should be a lot more viable to do both, without taking a hit to SP/hr either way. I would like to see mob distribution change in all areas and rank ranges so that those of us that choose to grind can. They don't need to be like in XI where we sit in one spot, but more like the raptor grinding we have now, or perhaps give us some cool dungeon areas like king ranperre's tomb so we can roam grind. Guildleves will always be around for the soloers and the groups that just want to party for maybe an hour or 2, but the players that play for longer stretches of time need to be catered to as well. Obviously it would have to wait until the battle system changes and hopefully similar mob changes to what I pointed out, but I'd like to see it at some point.
    (2)

  7. #47
    Player
    Malakhim's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,545
    Character
    Eisen Marduk
    World
    Hyperion
    Main Class
    Pugilist Lv 60
    Quote Originally Posted by Kazimir View Post
    I agree, hopefully the adjustments to the classes will make them more unique from each other like in many FF games. It really isn't necessary for the classes to be so generic, you would still be able to solo just as well on leves if you needed to.


    I think a big problem with the game is just the length of the fights. When the mob dies in 5 seconds there is no need to coordinate anything, so this should be changed along with the class uniqueness. Increasing the mobs resistances and HP, as well as balancing there attacks and giving them more enfeebling skills and buffing abilities would improve the battles greatly and give more of an incentive for doing regimens, and it could be balanced by simply increasing the SP/EXP awarded by killing them due to the longer fights.

    The imbalance is also a huge issue with the guildleves. I believe that needs to be adjusted along with the class uniqueness. It's supposed to be 1 star = solo 2 star = band 3 star = party, yet I can solo a 2 or 3 star leve solo. How does that make any sense? Or how about when a party of 4 does some leves on 3 stars and everything dies incredibly fast and easily, but when they do it on 4 to make the fights more interesting, they get one shotted by an aoe.

    I also feel they should allow it to be possible to roam grind more effectively in the game at all ranks post 15 or so. Sometimes I want to rank up all day, yet after my 8 leves I have nothing else to do but craft. It should be a lot more viable to do both, without taking a hit to SP/hr either way. I would like to see mob distribution change in all areas and rank ranges so that those of us that choose to grind can. They don't need to be like in XI where we sit in one spot, but more like the raptor grinding we have now, or perhaps give us some cool dungeon areas like king ranperre's tomb so we can roam grind. Guildleves will always be around for the soloers and the groups that just want to party for maybe an hour or 2, but the players that play for longer stretches of time need to be catered to as well. Obviously it would have to wait until the battle system changes and hopefully similar mob changes to what I pointed out, but I'd like to see it at some point.
    I think the whole difficulty selection of guildleves needs some good explanation, as I agree that it's pretty vague about the game calculates it.

    Take heart though, as through my explorations of all the currently open zones in Eorzea(still missing 7 named), there are plenty of areas on the map that look like they'd be perfect for dungeons or raid-type areas, while there are also plenty of areas that are blocked off by invisible walls and "this area is currently inaccessible" messages. This probably means these areas will be filled with stuff eventually.
    (0)

  8. #48
    Player
    Anathiel's Avatar
    Join Date
    Mar 2011
    Posts
    378
    Character
    Anathiel Nocere
    World
    Leviathan
    Main Class
    Marauder Lv 50
    I feel the solo world mobs should stay weak and that they release dungeons with hard mobs in them for party play. And make them scary mobs lol, huge rats doesn't cut it.
    (0)

  9. #49
    Player

    Join Date
    Mar 2011
    Posts
    262
    Quote Originally Posted by Zaene View Post
    That raises an extremely interesting notion. FFXI style partying with different numbers of monsters. Like a tag team of sorts, like two "tanks" one healer and two damage dealers. Both damage dealers can pull enemies, tanked by each tank while the healer heals, buffs, etc.

    It's an interesting idea.
    I think this is what SquareEnix was going for in the first place with FFXIV. It just seems like it was poorly executed. Because of how fast-paced combat is now, it's become a spam-fest of AoE attacks.
    (1)

  10. #50
    Player
    Seif's Avatar
    Join Date
    Mar 2011
    Posts
    2,706
    Character
    Seif Dincht
    World
    Balmung
    Main Class
    Marauder Lv 72
    Youtube video's don't show what the gameplay is like. XIV parties might look interesting on video as it looks like a lot of things are happening at once but if you've played in even the most mundane grind party in XI you can easily tell that a basic XIV battle is challenging enough for a drooling vegetable but mindless bore to anyone else.
    (1)

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