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  1. #1
    Player
    Physic's Avatar
    Join Date
    Apr 2011
    Posts
    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by Peregrine View Post
    Got to wean the XI junkies off their haste. They can always tinker with the delays. Monk did seem a little fast, it was hitting for more than the lancer combined, faster. But then the lancer did the multihit pwn so yeah.
    seemed a lot slower than normal to me, the dmg was also as to be expected for attacking a monster 10 levels higher, maybe a little lower. But if flurry still exists, maybe it will up the pace.
    (0)

  2. #2
    Player
    Enthy's Avatar
    Join Date
    Mar 2011
    Posts
    571
    Character
    Enth Rax
    World
    Excalibur
    Main Class
    Archer Lv 60
    Quote Originally Posted by Dreamer View Post
    Meh. The AA video made combat seem really slow and tedious. I hope it's more dynamic once I finally have a chance to use it.
    It looks slower because they took out the unnecessary animations we have now.

    Right now the animations for basic attacks make it look like a 3-4 fold attack when it only does 2 fold damage...


    I'm glad they are fixing things.
    (0)

  3. #3
    Player
    Lienn's Avatar
    Join Date
    Mar 2011
    Posts
    1,949
    Character
    Lienn Deleene
    World
    Gungnir
    Main Class
    Alchemist Lv 50
    Quote Originally Posted by Enthy View Post
    It looks slower because they took out the unnecessary animations we have now.

    Right now the animations for basic attacks make it look like a 3-4 fold attack when it only does 2 fold damage...


    I'm glad they are fixing things.
    Not really...longer animations can mask the cooldown, making the fights look more intense...nothing worst than you standing there, looking to the monster...it looking to you...you both standing by waiting cooldown to attack again.

    I had such experience in FFXI (which is why i always used great sword as DRK...scythes were disgusting slow) and i don't feel like having that experience again here...IMO all animations would stay 1~4-fold so you would be always "fighting".
    (0)

  4. #4
    Player
    kukurumei's Avatar
    Join Date
    Mar 2011
    Posts
    1,160
    Character
    Mei Mei
    World
    Ultros
    Main Class
    Leatherworker Lv 50
    Quote Originally Posted by Lienn View Post
    Not really...longer animations can mask the cooldown, making the fights look more intense...nothing worst than you standing there, looking to the monster...it looking to you...you both standing by waiting cooldown to attack again.

    I had such experience in FFXI (which is why i always used great sword as DRK...scythes were disgusting slow) and i don't feel like having that experience again here...IMO all animations would stay 1~4-fold so you would be always "fighting".
    Without the stamina bar and the animation delay, things feel a lot more "smoother" with just animation delay. I mean who didn't use a high delay skill to simply "recharge" the stamina bar.

    Considering TP bar is the 'concept of the hour' from this point on, it's how we go from there.

    Things that charge the TP bar = good.
    (0)

  5. #5
    Player
    Honz's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    194
    Character
    Zedo Gains
    World
    Ragnarok
    Main Class
    Dark Knight Lv 60
    In light of the new producer's letter I hate say I told you so. Even down to the last detail with the adjusted and most likely extended cool down timers lol.
    (1)

  6. #6
    Player
    Lienn's Avatar
    Join Date
    Mar 2011
    Posts
    1,949
    Character
    Lienn Deleene
    World
    Gungnir
    Main Class
    Alchemist Lv 50
    Quote Originally Posted by Honz View Post
    In light of the new producer's letter I hate say I told you so. Even down to the last detail with the adjusted and most likely extended cool down timers lol.
    Indeed...you know what this means, right? heavy stanmina cost marks basic actions will have stupid long delay (since basic actions used at video seems to be around 2 times the stanmina charge delay)...and this means bye bye multishot.

    Another thing i had the feeling is that every action is reseting the AA timer (just like SA and boost did in FFXI)...if we skip the basic attack every time we use a skill these fights will become sooooooooooooooo slow soloing will become unworthy, just like in FFXI.

    I can't wait to see actions like provoke going to 1 min recast, warmonger going to 3...sentinel going to 2...this will finish messing with GLA tanking skills BAD since most of his skills had no cost other than heavy stanmina.

    I'm afraid of this patch...
    (0)
    Last edited by Lienn; 06-14-2011 at 10:58 PM.

  7. #7
    Player
    Skeloton's Avatar
    Join Date
    May 2011
    Posts
    154
    Character
    Torvidna Melanna
    World
    Zodiark
    Main Class
    Thaumaturge Lv 16
    Lienn, they're going to remove the stamina bar or at least i remember someone saying that. With most of us being so restless they probably rushed that video and didnt get round to it
    (0)
    'United we stand, Divided they fall'

  8. #8
    Player
    Lienn's Avatar
    Join Date
    Mar 2011
    Posts
    1,949
    Character
    Lienn Deleene
    World
    Gungnir
    Main Class
    Alchemist Lv 50
    Quote Originally Posted by Skeloton View Post
    Lienn, they're going to remove the stamina bar or at least i remember someone saying that. With most of us being so restless they probably rushed that video and didnt get round to it
    I know...that's the point...actions that were limited only by stanmina now might be ruled by delay... this is what i can see:

    Light Swing: Default delay
    Heavy swing: Delay even to FFXI's 2-handed weapon
    Broad swing: Delay even to 2-handed weapon
    Full swing: Delay even to a DRK with 600+ delay weapon

    And if they adjust recast of actions that only had stanmina cost, like rampart (used half of stanmina gauge) much of the usefulness of them might be in risk.

    However, i do think that the "We are f'ing developing this S#!T still, damnit!" Yoshida made sure to mark with the infamous bold red (missed the capital letters tho =P) is good because it means they're still testing and balancing it.
    (0)

  9. #9
    Player
    longtallsally's Avatar
    Join Date
    Mar 2011
    Posts
    45
    Character
    Auggie Chu
    World
    Balmung
    Main Class
    Alchemist Lv 50
    the video made auto attack look very slow paced and boring, i hope they adjust the speed to it. at least the new animations looked nice
    (1)

  10. #10
    Player
    PSxpert2011's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,383
    Character
    Psxpert Sylph
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by longtallsally View Post
    the video made auto attack look very slow paced and boring, i hope they adjust the speed to it. at least the new animations looked nice
    I can only wish they get rid of the idea altogether! What people call "Button Mashing" isn't as it seems and it keeps the player busy while focusing on alternative attacks too. It's carefully taps of the key/ button and it seems "botting " is still catching on. The stamina gauge helps if it increases quicker and uses less over higher ranking adventurers.

    This was the concept and founding features that made up part of FF14 but Square Enix is starting to show it's age and look down on meshing Action-RPG to make an unforgettable experience.

    If I wanted Auto-Attack- that's why there's FFXI.
    Start doing something different for a change SE!

    If they were doing it to circumvent third-party tools and catch users in the act, it's understandable but it's just going to lead to a mutation of other user tools and it's up to everyone with a trained eye to detect them/ if not go on you merry way.
    (0)

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