

I like that idea. I would love to see Dark Knight return.Just talked about this a little bit with my LS mates.....
In terms of the advanced jobs, it would be nice to see certain job quests requiring multiple main classes levelled to fit the skills that will be required.
EG:
Thaumaturge (THM) + Gladiator (GLD) = Dark Knight (DRK)
Conjurer (CON) + GLD = Paladin (PLD)
Marauder (MAR) + GLD = Berserker
Archer (ARC) + Pugilist (PUG) = Marksman
NOTE: The classes not already in game are just examples. I'm not saying they're coming in for definite at any point
I am also looking forward to see the Dark Knight Returns, I think it comes out this year? Batman vs Bane is going to be awesome ;D
/joke
Overall I am impressed with the changes, I think auto attack is going to make battle regimen much more widely used, especially with ~skillful~ fights.... as long as starting a regimen doesnt pause the auto attack!
This one change, alone, has gotten me to not only sign into the SE website (something I haven't done since December), but also make a forum account to post. As a player who loves maximizing my potential, I await this change with open arms. There is nothing more frustrating than attacking a mob with no idea whatsoever how well you are doing or if you are even close to pulling off the tank.Players will have the means to examine their own current hate value.
A hate conversion formula will be applied to actions that target friendlies or do not inflict damage.
Furthermore, a player’s enmity will be made constantly visible as a percentage of that of the party member being attacked.
I can definitely see why some players would dislike this change, but overall this can only improve gameplay. The ability for a player to gauge their own contributions and effectiveness is required for effective group play with any semblance of difficulty.
I look forward to following FFXIV-related news and hopefully soon playing it again. Good luck to the team and I feel this is a great leap forward in the right direction.
Slight edit for something I'd like to see: The removal of rooting a player when you activate an ability. The rooting prevents a lot of reactionary movement, which in turn cuts a lot of the potential for dynamic boss fights. I'd love to be able to move while attacking, but I understand this is probably done for latency reasons. This would be another huge thing that would get me pumped, but is by no means a deal breaker for me.
Last edited by KingGiddra; 05-19-2011 at 10:53 PM. Reason: little suggestion
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