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  1. #11
    Player
    ESAR's Avatar
    Join Date
    Mar 2011
    Posts
    152
    Character
    Myrddin Soleece
    World
    Hyperion
    Main Class
    Botanist Lv 30
    I really like the idea too, it's neat.
    I'm not sure how it works in WKC, but if you were damaging a leg, I wouldn't mind seeing him get back up after like say 20-30 seconds.
    Make the fight a little more dynamic and coordinated. Possibly even allow you to keep him down longer if you keep one dude attacking his leg, the rest could focus on his head.
    Even make it so as the fight goes on, it takes less and less damage to get him down.

    I don't think BLM should take part in this, they can already hit any part, they'd be better off sticking with that. Guess you could add it though.

    Maybe taking a mob down would limit it's ability to do some devastating weaponskill (a mage killer), but in place it would have another, say push back or stun, that it could defend itself with while it was down.

    idk, just some more to add to it.

    If they do something like this, they could make a mage class that can also use different damage types (slashing, peircing, blunt)
    earth sword,
    earth arrow,
    earth club

    maybe, lol. idk thought i'd add it.

    Quote Originally Posted by Kindra View Post
    I'm just thinking about hate control and such as well. I have played endgame XI for years and BLM being one of the jobs I cover there. As a BLM it's easy to get that random hate that kills you off fast. Hard to get out of the Mode where you as a BLM have to be careful so that you make it through the fight lol. 8 years of "Be careful to not get hate." "Don't touch that one!!" you know lol. You have more knowledge of the hate system in 14 then I do, like I said I'm just coming back to XIV, and haven't done party play as of yet lol. Hence why I feel it should be both magic and WS proc's that's all.
    figured, I'd throw you a quick run-down of how hate works in this game incase you were interested.


    In ffxi, hate would dissipated over time, in ffxiv it's constant. Once you've created hate, it's there till you reduce it or you die.

    hate is 1 damage = 1 enmity; cure = .6 or .75 damage (so cures generate abit less enmity then damage.)

    Most actions the enmity generated isn't noticeable, 15-30 enmity. (which is why stoneskin and regen rock as whm)

    weaponskills that say increased enmity, the seem to double then enmity generated by the attack.

    sentinel increases enmity generated by everything used during by 20%

    Freeze seems to lower enmity by the amount of damage it deals.

    What you really need to know is the blm stuff, basically just wait until you see the tank use a weaponskill, then start you're attacks. keep your eye on the hate meter, if the tanks decent, there's never really a problem. Use freeze whenever it's available and save chameleon for if you make a boo boo (if you attack after a hate reset, or pull hate).

    I never played BLM in xi, but hates pretty easy in this game. If the tank dies, the fights usually over unless you're close enough you can just nuke whatever you're fighting dead.

    If it's a tank you've never fought with, or you're not sure how well they'll keep hate, i always just wait a nice chunk of time before I start fighting (30ish seconds), it's just easier for me.
    (0)
    Last edited by ESAR; 06-04-2012 at 07:24 AM.

  2. #12
    Player
    Delsus's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah, where else?
    Posts
    3,697
    Character
    Delsus Highwind
    World
    Odin
    Main Class
    Red Mage Lv 86
    Quote Originally Posted by ESAR View Post
    I really like the idea too, it's neat.
    I'm not sure how it works in WKC, but if you were damaging a leg, I wouldn't mind seeing him get back up after like say 20-30 seconds.
    Make the fight a little more dynamic and coordinated. Possibly even allow you to keep him down longer if you keep one dude attacking his leg, the rest could focus on his head.
    Even make it so as the fight goes on, it takes less and less damage to get him down.

    I don't think BLM should take part in this, they can already hit any part, they'd be better off sticking with that. Guess you could add it though.

    Maybe taking a mob down would limit it's ability to do some devastating weaponskill (a mage killer), but in place it would have another, say push back or stun, that it could defend itself with while it was down.

    idk, just some more to add to it.



    figured, I'd throw you a quick run-down of how hate works in this game incase you were interested.


    In ffxi, hate would dissipated over time, in ffxiv it's constant. Once you've created hate, it's there till you reduce it or you die.

    hate is 1 damage = 1 enmity; cure = .6 or .75 damage (so cures generate abit less enmity then damage.)

    Most actions the enmity generated isn't noticeable, 15-30 enmity. (which is why stoneskin and regen rock as whm)

    weaponskills that say increased enmity, the seem to double then enmity generated by the attack.

    sentinel increases enmity generated by everything used during by 20%

    Freeze seems to lower enmity by the amount of damage it deals.

    What you really need to know is the blm stuff, basically just wait until you see the tank use a weaponskill, then start you're attacks. keep your eye on the hate meter, if the tanks decent, there's never really a problem. Use freeze whenever it's available and save chameleon for if you make a boo boo (if you attack after a hate reset, or pull hate).

    I never played BLM in xi, but hates pretty easy in this game. If the tank dies, the fights usually over unless you're close enough you can just nuke whatever you're fighting dead.

    If it's a tank you've never fought with, or you're not sure how well they'll keep hate, i always just wait a nice chunk of time before I start fighting (30ish seconds), it's just easier for me.
    Thats exactly how it works in WKC after so long they get back up I was never meaning that they should stay down the whole fight, just for a few seconds to pump out some extra damage.
    (0)

  3. #13
    Player
    ESAR's Avatar
    Join Date
    Mar 2011
    Posts
    152
    Character
    Myrddin Soleece
    World
    Hyperion
    Main Class
    Botanist Lv 30
    ahh, sweet. I wanted to get that game when it was released, but it kinda feel off the radar for me. Sounds awesome though, i'll have to give it a try.
    (0)

  4. #14
    Player
    Delsus's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah, where else?
    Posts
    3,697
    Character
    Delsus Highwind
    World
    Odin
    Main Class
    Red Mage Lv 86
    Quote Originally Posted by ESAR View Post
    ahh, sweet. I wanted to get that game when it was released, but it kinda feel off the radar for me. Sounds awesome though, i'll have to give it a try.
    You seriously do, my suggestion is get WKC2, it comes with the first one included so you can play both <3 Kara on it lol, only problem is there will be no more DLC coming out for it, level 5 have already said they don't intend to support the US and EU versions any more, Japan are on v1.14 and we are stuck on v1.01
    (0)

  5. #15
    Player
    MicahZerrshia's Avatar
    Join Date
    Aug 2011
    Posts
    2,398
    Character
    Nadja Zielle
    World
    Sargatanas
    Main Class
    Arcanist Lv 100
    They need to add something, this would be a good start but they need to take the battle mechanics further. The system currently in place for battle was ok in 2002 but in 2012 we need something more engaging. Auto-attack and just stepping to the side or executing a ws makes battle more a battle to stay awake than to kill the mob. The current system is so simple and unimaginative it feels like it was designed for my grandma. Give me a more engaging battle system where you need to actually do something rather than tap a button every few seconds. Staggering like this would be great as long as it incorporated more than just, step to the right, tap 2, step to the left tap 1, stay in place tap 3. If you can literally fall asleep at the keyboard while fighting a mob your lvl your higher (which i have done) and wake up 30 minutes later and be standing there unharmed and worse...alive, you know your battle system needs tweaking.

    Its about more than tapping keys every few seconds and in some cases having a healer stand a few feet away and cure. Its about dodging, executing attacks and feeling like you are actually in battle rather than at a keyboard watching tv, eating a pizza and hitting enter a couple times
    (0)

  6. #16
    Player

    Join Date
    Apr 2012
    Posts
    35
    Oh that helps a lot Esar!!! Thank you . I still feel spells and WS's should proc equally but I also see Delsus' point .
    (0)

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