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  1. #11
    Player
    MeowyWowie's Avatar
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    Mar 2011
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    1,162
    Character
    Meowy Wowie
    World
    Balmung
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by Lienn View Post
    Well, as soon as the damage and TP generated from it is divided by the number of hits (just like PGL attacks...A LNC hits 1 hit of 90, PGL hits 2 of 45 or 3 of 30 with flurry)...in the end i think multi-hit weapons should be only good for a more constant TP gain...not the stupidity it was in FFXI.
    The fast tp gain was the whole reason multi-hit weapons were so sought after in XI. Plus it was a lot of fun. I loved farming kuftal tunnel with mandau/k club or ridill. My WS's were a bit weaker when offhanding the club because the dmg rating on the offhand was still calculated into the WS formula, but overall my damage output was higher. And again, it was a TON of fun.

    Though I'd have to agree with you in a way. XIV will be faster paced than XI. We're already spamming WSs rather quickly with the current system we have now. Who knows how the AA system will work. Perhaps if they implement multi-hit weapons again, we'll use them to get full tp for WS's that use all of our tp and just spam those. So technically it would still work the same way, but we'll only really use them for certain WSs.
    (3)

  2. #12
    Player
    Join Date
    Mar 2011
    Posts
    1,651
    Multihit weapons are a developmental headache. The game ends up being more impotent when they have to be accounted for than if they never existed, just as the stat system has to cover players boosting their str to 200 and make str worthless, so would a system have to cover players attacking multiple times or stacking players that can attack multiple times.

    Better to just design a good solid system and not try to epeen it up with fad and OMGBBQ features just for the elite and fanservice.

    Weapons shouldn't have differing numbers of hits. Materia should offer all weapons that feature.
    (4)

  3. #13
    Player
    AreeyaJaidee's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    704
    Character
    Mewt Naeun
    World
    Exodus
    Main Class
    Marauder Lv 100
    BIG YES! Very much needed. Thanks for this thread
    (2)
    Living life one day at a time~!
    Mending the past with the joys of today!

  4. #14
    Player

    Join Date
    May 2011
    Location
    Gridania
    Posts
    112
    Yes from me.
    (2)

  5. #15
    Player
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    778
    I agree, and having items like the M.Kris that aren't hard to obtain, nor easy to as well. Relics, I had my share of obtaining multiples of them, and they made me sick to my stomach obtaining each one. Wouldn't want them to be THAT hard.
    (4)

  6. #16
    Player
    kukurumei's Avatar
    Join Date
    Mar 2011
    Posts
    1,160
    Character
    Mei Mei
    World
    Ultros
    Main Class
    Leatherworker Lv 50
    Well you can't change eq in FF14, and TP gain is already faster, and the TP system is different as well (you don't need 100% tp, you use tp)

    Multi hit is fine, and perhaps even strategic depending on how it's balance.

    Though as the game is now, introducing more balance problems is a big no-no. You don't want to start singing if you're already juggling and dancing.
    (0)

  7. #17
    Player

    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    33
    I would definitely like to see many "types" of multi-hit weapons implemented for all kinds of different classes/jobs. And I agree, don't make them as difficult to obtain as relics in XI (or Kraken Club, for that matter). I'm thinking more along the lines of obtaining the Mercurial Kris, or the Soboro Sukehiro; if you put in at least moderate time and effort you can obtain one. I am also in favor of an "Ultima Set" that would be much harder to obtain, I mean, this is a game we plan on playing for some years. It's nice to have long term goals.
    (0)
    Last edited by KeyserSoze; 06-07-2011 at 01:49 AM.

  8. #18
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Only on the condition that they're actually balanced and not instant musts for anyone dual wielding. Otherwise, no.
    (2)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  9. #19
    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 Duelle View Post
    Only on the condition that they're actually balanced and not instant musts for anyone dual wielding. Otherwise, no.
    This would be a primary point. If they reach to a point of adding multi-hit weapons, they MUST be primary weapon only, not working off-hand.

    Multi-hit weapons and gear with haste effects were IMO the 2 worst additions to FFXI ever. They were so bad that they generate nerf to certain jobs when using it in certain situations (like KC DRK having souleater nerfed ot the haste cap).

    I'd rather having balanced content that can be used properly at all situations. Specially because we have different basic actions here...just imagine a multihit weapon being comboed with stuff like Full Thrust, that already generates enhanced TP gain or to actions like Nature Fury...nature fury with multi hit would become pretty much a shotgun if it start doing multiple hits to anyone in is damage cone...

    And then people weould say "make it multihit only if used with the starting basic attack, just like ARCs already do with multishot". And that's it...when you say this you will be confirming that its unbalanced because you're restricting it to a specific situation (of course multishot is unbalanced...or else it wouldn't deal more damage than barrage, that is supposed to be ARC's best WS...it shouldn't tho...maybe after attribute balancing WS's will start receiving MOD effect from attributes so they can remove this restriction from multishot/trifurcate).
    (1)

  10. #20
    Player
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    778
    Quote Originally Posted by Lienn View Post
    This would be a primary point. If they reach to a point of adding multi-hit weapons, they MUST be primary weapon only, not working off-hand.

    Multi-hit weapons and gear with haste effects were IMO the 2 worst additions to FFXI ever. They were so bad that they generate nerf to certain jobs when using it in certain situations (like KC DRK having souleater nerfed ot the haste cap).

    I'd rather having balanced content that can be used properly at all situations. Specially because we have different basic actions here...just imagine a multihit weapon being comboed with stuff like Full Thrust, that already generates enhanced TP gain or to actions like Nature Fury...nature fury with multi hit would become pretty much a shotgun if it start doing multiple hits to anyone in is damage cone...

    And then people weould say "make it multihit only if used with the starting basic attack, just like ARCs already do with multishot". And that's it...when you say this you will be confirming that its unbalanced because you're restricting it to a specific situation (of course multishot is unbalanced...or else it wouldn't deal more damage than barrage, that is supposed to be ARC's best WS...it shouldn't tho...maybe after attribute balancing WS's will start receiving MOD effect from attributes so they can remove this restriction from multishot/trifurcate).
    DRK was still completely OP when it came to that fact, and the only reason they nerfed SE is because it made AV too easy for a high-tier shell who had multiple Haste capped KC DRKs, they also added a few immunities to him on that factor as well.
    (0)

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