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  1. #21
    Player
    ZohnoReecho's Avatar
    Join Date
    Aug 2013
    Posts
    958
    Character
    Zohno Reecho
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    They could also work like the current combos but expanded to other players.
    When a player uses a skill it will trigger something on someone else's skill, like additional damage or effect. Then it's up to that player to decide when to use it in his current rotation.
    (1)

  2. #22
    Player
    Ryans's Avatar
    Join Date
    Mar 2011
    Location
    Grid
    Posts
    853
    Character
    Ryans Tardis
    World
    Hyperion
    Main Class
    Gladiator Lv 53
    Quote Originally Posted by Reiterpallasch View Post
    Snip
    It wasn't always faster to use tp moves as soon as you got tp in FFXI. Leveling as blm when sky was still the latest endgame, you could get a rhythm going where you build tp until 70%, skillchain to 50% and MB the rest of the health for a much faster kill than everyone doing their own thing. I know that system wouldn't work in the current FFXIV combat system, but I could imagine having a personal Limit Break bar that is used in conjunction with other party members' limit break bar that could create a skill chain to allow a caster to finish off with a MB type of situation. The damage could all be added up and dealt in the end so that if you use it separately, it does very little damage so it would encourage cooperation. Just an idea.
    (0)

  3. #23
    Player
    VisRalis's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    323
    Character
    Kelvena Visralia
    World
    Belias
    Main Class
    Dragoon Lv 62
    Quote Originally Posted by ZohnoReecho View Post
    They could also work like the current combos but expanded to other players.
    When a player uses a skill it will trigger something on someone else's skill, like additional damage or effect. Then it's up to that player to decide when to use it in his current rotation.
    And increase awareness of other player classes in your party for synergy.
    All for it really. All for it.
    (1)
    Char Profile: http://na.finalfantasyxiv.com/lodestone/character/4512665/

  4. #24
    Player
    Zezil's Avatar
    Join Date
    Mar 2011
    Posts
    81
    Character
    Zezil Debaron
    World
    Masamune
    Main Class
    Lancer Lv 50
    just give personal tension gauge for excusive skill and give effect by job 1-> job 2 when success will have effect debuff on mob like def down atk down acc down magic down and little damage it may fun enough.l
    sample war -> mnk have effect str down
    war->drg vit down

    so people can feel like he can even can't use limit break role but he can do it with only 2 ppl.. alot sc may have same effect just remember what your want. and who start who end. it better then push 1 2 3 5 1 2 4 12 4 6 loop. like
    hay my gauge full anyone rdy?
    no?
    ok. do normal combo....
    oh all right rdy?
    gooooooo boom little damage 800-900. ahhh i do it.

    so best damage will come from everone do sc when rdy and finish it with limit break. but don't use combo sc 1-2-3 that must wait alot and lost feeling of fast speed fight game play so. just 2 is enough
    but now only limit break.. hay leave xxxx do it ok.toher not role. ok gauge full wait for sigh. go... ok charge next for 5 min .... other who not have chance to use like blm smn.. i wanna do i wanna do grrrrr
    (0)
    Last edited by Zezil; 10-31-2013 at 06:18 PM.

  5. #25
    Player
    Nahara's Avatar
    Join Date
    Aug 2013
    Posts
    669
    Character
    N'hara Tia
    World
    Excalibur
    Main Class
    Astrologian Lv 80
    Quote Originally Posted by Yagrush View Post
    Wouldn't be surprised that it were a SAM's unique mechanic, instead of combos, you get a bunch of weaponskills in which you can choose combinations and get different effects!
    But that's essentially what melee ability combos are already. Your "weapon skills" are your many different abilities, which you chain together in a specific order in order to accomplish something greater than if you'd just used them whenever (like the Heavy Thrust, Disembowl, Chaos Thrust combo Dragoons get).
    (0)



  6. #26
    Player
    Cynric's Avatar
    Join Date
    Aug 2013
    Location
    Uldah
    Posts
    1,215
    Character
    Cynric Caliburn
    World
    Cactuar
    Main Class
    Viper Lv 100
    The Devs said No in beta.

    The question was asked again for a Live letter.

    They then said no and explained the reasoning for why again.

    I'm pretty sure No means No.
    (4)

  7. #27
    Player
    Ryans's Avatar
    Join Date
    Mar 2011
    Location
    Grid
    Posts
    853
    Character
    Ryans Tardis
    World
    Hyperion
    Main Class
    Gladiator Lv 53
    Quote Originally Posted by Nahara View Post
    But that's essentially what melee ability combos are already. Your "weapon skills" are your many different abilities, which you chain together in a specific order in order to accomplish something greater than if you'd just used them whenever (like the Heavy Thrust, Disembowl, Chaos Thrust combo Dragoons get).
    But it's a predefined order for combos atm. Dragoon can't start with Heavy Thrust, combo into Disembowel and finish it with Doom Spike. Samurai could have a starter WS1 for all combos. Then you pick between WS2, 3, 4, 5, or 6. Those then open up into WS, 2, 3, 4, 5, or 6 (minus the one you picked) and have a finisher combo addition. So it would go something like WS1>WS4>WS3 would put a slow effect on the monster. WS1>WS2>WS3 would put an attack buff up on yourself. WS1>WS6>WS3 would put a dot on the monster. Typing this, I realize it would make for a very long tooltip for skills, but it could be fun.
    (0)

  8. #28
    Player
    Parodine's Avatar
    Join Date
    Aug 2013
    Posts
    1,044
    Character
    Cullen Dionysion
    World
    Adamantoise
    Main Class
    Gladiator Lv 70
    Guys, I can appreciate wanting more party cooperation, but not skillchains. Not skillchains.

    Repeating the same skillchain in a dungeon based on your current members in a game where mobs don't actually take differing elemental damages is a bit...well, just as boring as spamming abilities to me.
    (0)

  9. #29
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by Starlord View Post
    I feel like FFXIV should have Skillchains (SC) from FFXI. I am not saying this because I want FFXI-2. No, I feel like it will add a layer of teamwork to execute SC's. (Like Light/Dark/Scission/Compression/Induration etc).

    It's something to think about in the future of FFXIV ( Maybe in the 1st expansion).

    Skillchains was one of the best systems that made FFXI awesome in battle for me. I hope they make a comeback!

    Ideas from other players:
    How would it work without doing the combat slower?
    (0)

  10. #30
    Player
    Alkimi's Avatar
    Join Date
    Jan 2012
    Posts
    713
    Character
    Alkimi Asura
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 70
    Quote Originally Posted by Felis View Post
    How would it work without doing the combat slower?
    It wouldn't. Skillchains don't fit this style of combat. The issue is that all DPS jobs are reliant on specific rotations in order to keep their damage at or near maximum. Interrupting them to perform skillchains will lower overall damage unless the skillchains are extremely powerful, and that's what limit breaks are for.
    (0)

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