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  1. #21
    Player
    Dragonheart's Avatar
    Join Date
    Apr 2011
    Posts
    901
    Character
    Dragonheart Lux
    World
    Ragnarok
    Main Class
    Gladiator Lv 50
    It's an OLD and boring mechanic that need to go away in 2.0..

    It is the only thing that make some fights "kinda" difficult, only because the hate control in this game is the worst ever.

    Every game has taunt that put you 1° in aggro. And everyone should stop dps till the tank make some threat.. Here not. And this at 99% of cases make useless to use Raise on a tank after he die for example.
    (3)

  2. #22
    Player
    Dragonheart's Avatar
    Join Date
    Apr 2011
    Posts
    901
    Character
    Dragonheart Lux
    World
    Ragnarok
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Churchill View Post
    This is a common mechanic they use in XI to increase difficulty through chance, though often XI hate resets are single target instead of complete hate resets which are what usually occurs in XIV.

    Either way, it's a bullshit mechanic and it's lazy from a development point of view.
    THIS. Simply THIS.

    They used it a lot in XI, cuz i suppose that with his engine/client, they can't make difficult "Wow style fight" (different mechanics, phases, things to avoid, buffs/debuffs to pass to member/monsters etc.) and it was ok 10 years ago

    And here in XIV in, 2012 it's simply boring... Yeah and i think too that the Dev Team was (is?) too lazy to bring more mechanics to "normal boss/monster" ... So what they could do to make fight not simply a tank and spank where everyone stand? HATE RESET yeah!
    (1)
    Last edited by Dragonheart; 08-04-2012 at 07:18 PM.

  3. #23
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Dragonheart View Post
    And here in XIV in, 2012 it's simply boring... Yeah and i think too that the Dev Team was (is?) too lazy to bring more mechanics to "normal boss/monster" ... So what they could do to make fight not simply a tank and spank where everyone stand? HATE RESET yeah!
    I like to think that, provided 2.0's engine is superior to 1.0's engine, we will see more involved and interesting encounters once 2.0 hits. Hopefully those gameplay demos at gamescon will show this rather than more of the same. 1.0's engine really is lacking mechanics-wise. >.>;;;
    (4)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  4. #24
    Player
    Dragonheart's Avatar
    Join Date
    Apr 2011
    Posts
    901
    Character
    Dragonheart Lux
    World
    Ragnarok
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Duelle View Post
    I like to think that, provided 2.0's engine is superior to 1.0's engine, we will see more involved and interesting encounters once 2.0 hits. Hopefully those gameplay demos at gamescon will show this rather than more of the same. 1.0's engine really is lacking mechanics-wise. >.>;;;
    We are in the era where mmorpg are turning in action.. If SE wants to succeed with 2.0 , it should be much more fast paced.(not like tera of gw2 btw) With fun and dynamic mechanics! (garuda and ifrit are a good point to start to work on)
    (1)

  5. #25
    Player
    Viritess's Avatar
    Join Date
    Mar 2012
    Location
    Gridania
    Posts
    499
    Character
    Viritess Vonschalt
    World
    Sargatanas
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Duelle View Post
    You mean something that temporarily removes the main tank from the fight? It might be a good way to encourage 2 tank strategies.
    Something like that but not permanently. my though was:
    Tank gets initial hate. Lets say 200 Hate (Theoretical numbers just for illustration.)
    Boss does Temp Hate cancel: Tank 0 hate
    DD has 180 hate.
    Boss takes 2 or 3 swings at DD.
    Boss Temp hate cancel wears off
    Tank has 200 hate.
    Boss runs after Tank again. (assuming DD didnt add more hate then tank had originally)

    Temp hate loss. Then its up to how they want it to work if the Tank has no chance to build additional hate. Or if whatever he puts on during that time adds to the past total. I think it would be a positive to allow the tank to add more hate while the "cancel" is active. It will keep people on the toes, but keep repeatitive hate resets from being rediculas since its not a complete hate wipe.

    I think something like this could work to bring a second tank into fights and/or allow skilled groups who are good at managing their hate to bring one tank and add extra total damage.

    While i don't mind 2 tank or 1 tank dungeons i'd much prefer Hate resets to allow the interchanging of both when possible. We already seem to have some Job specific dungeons, it would be a step in the right direction in my opinion to help allow some ability for groups to vary depending on who is available when possible. Hate mechanics can help or hurt such options depending on how and when they work.
    (1)
    Last edited by Viritess; 08-04-2012 at 08:24 PM.

  6. #26
    Player
    Miliant's Avatar
    Join Date
    Mar 2011
    Posts
    144
    Character
    Miliant Ciou
    World
    Ragnarok
    Main Class
    Pugilist Lv 68
    It's cheap.

    In large MMO battles where a single enemy attack can wipe out all mages, everything depends on correct hate management. If we take the time to limit our DPS, use hate resetting abilities, or allow tanks to build up enough hate before we start attacking, a move that leaves tanks with 0 hate and no possibility to reclaim it unless people start dying is absolutely cheap.
    (8)
    We'll take it into consideration.

  7. #27
    Player
    Griss's Avatar
    Join Date
    Mar 2011
    Location
    The Void
    Posts
    1,806
    Character
    Griss Stilgar
    World
    Sargatanas
    Main Class
    Machinist Lv 100
    I am going to side with the its ok in small doses crowd.
    (3)
    An Aware, Informed, and Critical community is vital for the success of a game.
    ~ John "Totalbiscuit" Bain

  8. #28
    Player
    stanleyyoung's Avatar
    Join Date
    Apr 2012
    Location
    ul dah
    Posts
    217
    Character
    Stanley Young
    World
    Excalibur
    Main Class
    Gladiator Lv 80
    Quote Originally Posted by Dragonheart View Post
    We are in the era where mmorpg are turning in action.. If SE wants to succeed with 2.0 , it should be much more fast paced.(not like tera of gw2 btw) With fun and dynamic mechanics! (garuda and ifrit are a good point to start to work on)
    Very true, ppl are in an era where they wanna see action and are very impatient to wait for it to happen ppl have short attention spands. that decade old system from XI along with other past mmo's mechanics arent gonna work in this era, back then yes but not now! ppl dont wanna sit around for forever just for the character to do something. xiv needs a system thats fast, fun, effective that slow battle pace and with same boring tank and spank & hate reset its old we need something new.

    Maybe we could have mutli targets on a single enemy you attack the legs it cant move then is at disadvantage against ranged or each body part has different defense stat taking more dmg(heck maybe on one part is weak againt melee other is magic) but this system with boss and just a bunch of trash add mobs is lame, as long SE are creative/open minded the possiblities are endless what they could come up with for 2.0

    as for the battle pace I see that auto attack needs to be improved having multi hits, its just boring to sit and wait for your character to do the same move everytime to build tp then finally do a combo and move around thats if your combo lands if you miss then you have to wait all over again. I along with some others would like to see multi hits in auto attack, each hit would build tp and do dmg of course(not just for show) and when finally done the set of hits you wait the few secs for the weapon dealy and it starts again with the mutli hits.

    example gla level 1-19 does a thrust, level 20-39 thrust & slice, 40-59 thrust,slice, shield punch, 60-79 thrust,slice,shield punch, plummel with back end of sword,so on so on... you get the idea. the player obviously could change that set up to either random set of hits or exact/preffered string of hits as they please.

    maybe auto attacks & multi targets on mob will allow players to start hitting one body part and then switch to other mid auto attack. weither or not this is possible will be determined by how fast your chararter executes thier auto attack. but it would be neat for say gla to attack a mob chest area with a slice then switch to arm and thrust, then shield punch the head just wanna throw it out thier.

    right now the battle pace is fair and thats due to combos, take that out and you will see just how slow/boring it would be without it. thats why i say auto attacks with multi hits will make it even faster which ppl want and honestly most ppl will probably dislike any weapon delay past about 4secs espeically when its a one hit attack its too slow and boring. now come time for 2.0 combos along with better auto attack and battle regimens(hopefully thats good) and better battle methods/tactics will make 2.0 good.
    (0)

  9. #29
    Player

    Join Date
    Mar 2011
    Location
    Ul-dah
    Posts
    402
    Quote Originally Posted by SuzakuCMX View Post
    I like it on Coincounter.

    Great Elm/Golem thing/stupid eyes in Skirmish are ridiculous with it though. Just turns the fight into "spam the crap out of spells since enmity resets every 5 seconds anyways." REALLY lowers the skill required to do the content.
    The Ahriman eyes?
    They have never reset hate for me. I think it's just the stuns and other few CC they spam preventing your tank from generating and keeping hate.
    (0)

  10. #30
    Player
    SirOleas's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    709
    Character
    Oleas Aiedail
    World
    Sargatanas
    Main Class
    Lancer Lv 60
    The mobs in this game that have hate reset spam it as an ability which really just leaves the tank feeling defeated/annoyed because they can't do their job like they know they can just because the mob is resetting hate every 10 seconds.

    If this is going to be in the game it shouldn't be an ability that gets spammed; It should be something that happens when a certain requirement is met (that can be avoided by using proper tactics).

    Example: A mob will use hate reset if you are killing it too quickly, or even too slow. Or perhaps it will use it during HP% phases where you can expect it to happen and act accordingly.

    But this nonsense where the mob is doing Hate Reset -> Beat down a BLM -> Back to tank -> hate reset -> beat down a WHM -> back to tank -> etc. Just because the game is rolling the reset dice constantly is redundant, annoying, a terrible mechanic that really just leaves everyone with a bitter taste in their mouth because their ability to keep hate, or in DPS/healers case make sure they never have it becomes completely pointless.

    I know I hate it when I can't show my ability in battle due to shitty mechanics.
    (7)

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