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  1. #11
    Player
    Starlord's Avatar
    Join Date
    Mar 2011
    Posts
    7,180
    Character
    Luna Sushima
    World
    Siren
    Main Class
    Samurai Lv 91
    TP-------------------> Less

    3,000 TP MAX ------> 1,000 TP MAX

    -----------------------------------------------
    Version 1.0: TP was 3,000 Max so of Course the cost of abilities would be high as well

    Version 2.0: TP is 1,000 Max so naturally the cost to Abilities/WS will be reduced as well.
    (3)

  2. #12
    Player
    Reika's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    4,429
    Character
    Reika Shadowheart
    World
    Durandal
    Main Class
    Armorer Lv 80
    It is also highly likely that, because WS's will use TP even when comboing, that skills that currently take all your TP, like Spirits within, will no longer take all your TP, which will be based at 1000. The combo probably wont even be Phalanx -> Spirits Within anymore. I think enough people hate that its that anyways. It should have been Fast blade -> Flat blade -> Spirits Within, and I am hoping it changes to that.

    A lot is going to be changed around to accomindate this system anyways. It's actually not going to be a 1 1 1 1 3 1 1 6 1 1 1 1 3 thing either, because unlike WoW, FFXIV has the combo system, so our button mashing is going to be more advanced
    (0)

  3. #13
    Player
    Hulan's Avatar
    Join Date
    Jun 2011
    Posts
    866
    Character
    Alec Temet
    World
    Midgardsormr
    Main Class
    Arcanist Lv 70
    Quote Originally Posted by Alerith View Post
    If you do this, you're doing it wrong. If it's not something you can outright kill outright and that regen is a concern, it's probably not something you should be burning all your TP away on at the start.

    Especially if you want your tank to actually tank and not watch helplessly as you get your face caved in.
    I'm actually sort of happy about this. It will be a really easy, definitive sign of how experienced/skilled a player is at their job (or at the very least how much they care). I really miss the heyday of BLMs from FFXI, back in the day when we did unstoppable damage, sure, but the mark of a good BLM was knowing when and how to do unstoppable damage and when to sit back and just support for a bit.
    (2)

  4. #14
    Player
    Zezlar's Avatar
    Join Date
    Mar 2011
    Posts
    1,618
    Character
    Athalia Hartfell
    World
    Excalibur
    Main Class
    Lancer Lv 85
    Quote Originally Posted by Alerith View Post
    If you do this, you're doing it wrong. If it's not something you can outright kill outright and that regen is a concern, it's probably not something you should be burning all your TP away on at the start.

    Especially if you want your tank to actually tank and not watch helplessly as you get your face caved in.
    Oh of course not. That was more of a solo perspective. We haven't really seen much party play, and obviously one doesn't want to rip hate from the tank instantly like that either. Since all weapon skills are on the same timer. Even in party play whats the point of even doing different rotations when you could simply nail a boss with your best combo. Let's use Doomspike as an example. You can nail extremely high dmg with it consistently (even higher with abilities), so why even take a chance with Chaos Thrust which could miss some of the individual hits with.
    (0)
    Last edited by Zezlar; 12-01-2012 at 03:41 AM.

  5. #15
    Player
    Hulan's Avatar
    Join Date
    Jun 2011
    Posts
    866
    Character
    Alec Temet
    World
    Midgardsormr
    Main Class
    Arcanist Lv 70
    Quote Originally Posted by Zezlar View Post
    Oh of course not. That was more of a solo perspective. We haven't really seen much party play. Since all weapon skills are on the same timer. Even in party play whats the point of even doing different rotations when you could simply nail a boss with your best combo. Let's use Doomspike as an example. You can nail extremely high dmg with it consistently (even higher with abilities), so why even take a chance with Chaos Thrust which could miss some of the individual hits with.
    I'm personally hoping we'll see a greater synergy between WSs than in 1.x. This could take the form of longer combos that use more of your WS, or inter-player combos that use lesser weaponskills for greater effects, but only in certain conditions (other players). Take FFXI (a cliche example, I'll admit, but it's a nice common reference point), earlier WSs were almost always inferior to later WSs, but - at least early in the game's life - all WSs saw at least some use, because SCs required different combinations to make different elemental bursts.

    I'm not saying it should be exactly like that, but something similar, where different WSs have greater compatibility with each other in different situations (or in all situations, but for different purposes).
    (0)

  6. #16
    Player
    Reika's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    4,429
    Character
    Reika Shadowheart
    World
    Durandal
    Main Class
    Armorer Lv 80
    I doubt they are going to do that tho, unless they change their mind about having Skills and spells scale to your level. That is why there are no I's, II's and beyond now.
    (0)

  7. #17
    Player
    Hulan's Avatar
    Join Date
    Jun 2011
    Posts
    866
    Character
    Alec Temet
    World
    Midgardsormr
    Main Class
    Arcanist Lv 70
    Possibly, but in general, I think we have to look at both sides of the issue. It's not just about how WSs work, or abilites, or cooldowns; but how the enemies work as well. Clever game design is often about looking at the whole picture and seeing how it fits together. Without the whole picture, we can only take shots in the dark.

    For example, clever boss design could greatly effect how well or badly this system works. Garuda is a good example we already have. You need AoE combos to take out plumes, but high damage combos to take out Garuda. That alone would have me alternating my DRG combos as they are now, utilizing all of my WSs. Another example (non-existant) boss, would be a stationary monster with a shield that slowly rotated around it with only a small opening. For the first minute of the fight, combos with more Front WSs would be most effective, but as the battle progressed, different combos would become more or less effective.
    (4)

  8. #18
    Player
    Quesse's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,176
    Character
    Quesse Mithril
    World
    Sargatanas
    Main Class
    Miner Lv 70
    It seems to me that without staggered cooldowns, people are just going to be picking the best WS/Combo every time right?

    You just pick your biggest/highest damage WS/combo and spam it everytime. Isn't that kind of boring?

    I'm not sure I get it.
    (3)

  9. #19
    Player
    Dannythm's Avatar
    Join Date
    Dec 2011
    Location
    Gridania
    Posts
    771
    Character
    Kenshiro Joestar
    World
    Ragnarok
    Main Class
    Marauder Lv 90
    Have you considered that alongside the GDC there will still be individual CD's for certain skills? I think that will introduce more variety to the rotations. Also I think that the new combat mechanics looks more tactic, having to carefully plan how you spend your resources to deliver the best combination of hate/dps/heal/support, because if you burn your tp too fast, you may die if you cannot use, for example, Sentinel at a certain part of a boss fight.

    I won't judge until I play it, but in my eyes is looking good, but I have to say, I've always liked WoW's combat mechanics, and these resemble those but a bit more slower paced.

    Edit: Before anyone jumps to my throat I like 1.0 and XI combat mechanics more than wow's, but the mixture we seem to be getting in ARR seems to take the best from both sides of the spectrum.
    (2)
    Last edited by Dannythm; 12-01-2012 at 04:19 AM.

  10. #20
    Player Andrien's Avatar
    Join Date
    Mar 2011
    Posts
    2,437
    Character
    Andrien Bellcross
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 50
    Got to play the alpha version before speculating.

    The fact is tp will also be treated like mp, and we have a maximum amount of 1000 tp as a result. SE mention skillful play will play a role in whether a battle is successful or not, and we've only seen them fight easy/weak monsters in beginners area. I can't really speculate or give correct answers, but I can say I'm not worried at all.
    (0)

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