Fix'ed that for youAnimation lock in 1.0 prevents you from moving, but you can still use abilities and WS in succession. You just can't see it through the animation.
GCD creates an artificial urgency where it seems like you have to act every three seconds or you're wasting time/resources. It's like the stamina bar all over again. Making it longer would be tedious. Making it shorter would be chaos.
I think it's better to lose the GCD and return to individual timers. That way, all your combos and abilities are compartmentalized and flow from one to the next.
1.0: Combo Step 1 > animation lock > Combo Step 2 > animation lock >Combo Step 3 > This combo set is now on cooldown
2.0 alpha: Combo Step 1 > 3s > Combo Step 2 > 3s > Combo Step 3 > 3s to the next thing
Edit: whoops, posted too soon
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oh and, later you can reduce 3s GCD by abilities/level/equip, that might help to impose "sense of progression" for your character
did I spit something dangerous? XD
Last edited by Aion; 12-21-2012 at 12:50 PM.
Aion Zwei - Masamune
If pigs can really fly, I wouldn't care about anything else!!!
It's possible to have GCD but why do you want it to be more longer? In my opinion, if the GCD system is too high, it could be enabling bandwidth control hurts bandwidth. No wonder why FFXIV 1.xx with improved FFXI's system made it lag.
Wait, does any other MMO have like that? jc because the OP is not a computer scientist.
The problem with such a long GCD without independent ability cooldowns is that you have no reason to use anything aside from your strongest attack every single time.
As opposed to being forced to use a crappy less efficient WS you dont WANT to use in the first place just because it is there? :-\
I'd rather at least pick my options myself. What if the added effects are worth rotating later? "IF" SE does it right, you may want to rotate yourself strategically. Like what if one combo gave you a good acc buff? or a crit buff?
Yoshi did say a while back that i think added effects woudl be more worthwhile, and that the GCD was in place to make it more important to choose what action you wish to take. But I think this was around the time he first debuted the battle system to the public.
I think he also said break boss body parts would be more prevalent? What if certain combos are best for certain parts?
Def will know during Beta.
Not enough Facepalms
Yes, no reason.
Except:
- Cost reason. We should assume that stronger WS will cost more TP than weaker ones, so if you need a quick hit with what TP left you have, go for it.
- Additionnal effect reason. Several WS have a little bonus that you'll need. Like an enmity boost, a bleeding, flash or stun effect.
- Radius reason. WAR won't spam Steel Cyclone over and over, because you don't always need an AoE WS.
- Combo reason. Every combo starts with an early WS (Probably a weak one), so you'll use them at least to pull off the entire combo. And for "why using combo", see the "Additionnal effect reason".
- Break reason. WS can still break parts on bigger mobs, regardless of their damage output. They should design combat strategy based on breaking the right parts.
I think that's a bunch of good reasons already but we could imagine others too, like...
- "Skillchain" reason. We know "battle regiments" are still on the to-do list. They'll probably use some of our WS that could be deemed as "useless"
Honestly I can tell so much has been changed but the changes are needed and I dont see a problem wit the new system. Plus people need to realize this is Alpha, and Beta will have some mods as well as when 2.0 is officially realeased.
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