BR was cool. Yeah it sucked with ppl who didn't know what they were doing but a coordinated LS could own things using BR. Not that BR was around for much except Uraeus, Buffalo, Goblin and Dodore i think? lol. And they turned out to be a joke in the end anyway so who knows if BR would have been worth it at all in CC/AV/etc.
Chhyeaaaaaahhhhhhhhh~
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Wow old school photo Riv, I remember that eventBR was cool. Yeah it sucked with ppl who didn't know what they were doing but a coordinated LS could own things using BR. Not that BR was around for much except Uraeus, Buffalo, Goblin and Dodore i think? lol. And they turned out to be a joke in the end anyway so who knows if BR would have been worth it at all in CC/AV/etc.
Chhyeaaaaaahhhhhhhhh~
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aaaah, the good ol' days, i do hope limit break has a "variety" and not just everyone call a meteor animation lolBR was cool. Yeah it sucked with ppl who didn't know what they were doing but a coordinated LS could own things using BR. Not that BR was around for much except Uraeus, Buffalo, Goblin and Dodore i think? lol. And they turned out to be a joke in the end anyway so who knows if BR would have been worth it at all in CC/AV/etc.
Chhyeaaaaaahhhhhhhhh~





I...actually never even touched it when it was around.
Didn't even know it was a thing.

Finally, a worthy post about improving upon the battle system! And yes Gramul, it can be a BIG thing if exploited (I hate you missed out). This is something I hope the Devs really consider improving upon past just adding Limit Breaks. Skill chain with magic burst from FFXI and battle regimen from 1.0 spiced up parties while increasing interest/skill/rewards/damage/drops/experience/speed/FUN to improve the game and group interaction. I personally feel like this is a missing element in the foundations of FFXIV. Improving the battle system in any way should be top priority since everything in the game for all adventuring classes has do with rinse and repeat philosophy of battle constantly a thousand times over to progress further within in any way. Yes, new mobs and strategies to conquer the mob/environment are great but adding more range than using personal job combos and these strategies would make it top notch! Anyone who has played FFXI & FFXIV has to be aware of grinding mobs or leve's to level... It was/is very mundane and boring after 100k kills! We need more of a parting gift than a butchers crown darn it...**Insert witty remark from Warlock** Enrich the battle system above all please and loose the skill/button spam concept. When players are doing the same thing for especially experience over and over from level 1 to ... it is very noticeable.
Reinheart brought the climbing topic from the Japanese forums with his own ideas and gathered collective thoughts of others which was a great concept. I hope this topic makes it back to other forums in the same way to catch some more attention. I know the french forums are littered with language barrier complaints and could use advocates that are multilingual. Maybe, ... just maybe we might be able to drum up inspiration for an improved battle system that no MMO has ever come close to mastering. Imagine solo and group battles that are not like they ever have been before to improve upon the building blocks of a maybe not so repetitive way to play. I do have to say the Final Fantasy MMORPG's do make a valiant effort to create intricate scenarios and we all do take notice. Thank you SE for all the past effort to enrich these aspects!
Example: Mobs recognize repetition to react a certain way. Drops are effected by certain party combinations/skills. Battle strategy not limited to hack slash/magic but maybe more elements. Weapons are tailored for specific mobs or skill combos. A certain damage percent must be reached by all party members to obtain a certain result. Maybe make use of jump or mounts within the battle system. An out of the box/hamlet type idea would be to create craft combos/skill chain/regimen playing off cross class elements to create master devices within an environment that can be built into adventuring class parties; such as adventure class uses a distract maneuver while restraints are gathered & crafted. There are also many Manga scenarios, or Keisuna illustrations lol, I would like to see weaved into ARR to make it more unique and not like any other MMO. **Off topic, Maybe some sort of HipposLab developed 2.0 ARR game application for our smartphones.** Anyone else have ideas and not afraid to give up free intellectual property!?!
Last edited by Fafnir_Nidhogg; 01-14-2013 at 07:42 PM.
Alienware M15x | Intel i7 940XM | 1920x1080p | AMD 7970M 850c/1200m/.95v | Windows 8 Pro | Benchmark Score 5864 Maximum Setting

I'm excited and intrigued by the variety of limit breaks we will hopefully and their effects on the battle. A high damage attack is all well and good, but I'd like to see LBs that can turn the battle tides in interesting ways.
I always liked the idea behind the Battle Regimens but it wasn't implemented well enough for most to use it effectively. If this system is replacing it, it should carry a similar weight and feel, but be easier to execute without cutting into normal DPS/game play too much. Otherwise, unless it has super effects, it will probably end up going the same way as SCs/MBs in XI.
agree or disagree on me on this, but what if mobs has "stagger" like in final fantasy 13, where after a certain amount of combo the damage output during the stagger state is doubled/trippled. of course, knowledge of the enemy is also required in order to fill up the stagger bar.
but, like dr. mog said in the post, i do enjoyed the idea of incaps myself, but since combo as been implemented, i would like to see a more advance debuffs like what we see in "blood letter" comboed and un comboed when Limit Break ( Battle Regimen ) is implemented.

I miss Light and Dark chains in FFXI especially solo on my SAM.
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