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  1. #1
    Player
    XanderOlivieri's Avatar
    Join Date
    Dec 2013
    Location
    Limsa Lominsa
    Posts
    273
    Character
    Xander Olivieri
    World
    Cactuar
    Main Class
    Arcanist Lv 50
    Kinda makes Elemental Resistance obsolete then too. What is the point of the Materia and items that add Ele. Resist when they are pretty useless?
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  2. #2
    Player
    CrashingWaves's Avatar
    Join Date
    Aug 2013
    Location
    Edmonton, Alberta.CA
    Posts
    42
    Character
    Kairi Young
    World
    Leviathan
    Main Class
    Thaumaturge Lv 52
    Quote Originally Posted by XanderOlivieri View Post
    Kinda makes Elemental Resistance obsolete then too. What is the point of the Materia and items that add Ele. Resist when they are pretty useless?
    *coughs* Primal hard/extreme mode runs will see a significant advantage with properly resistant gear. <.<
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  3. #3
    Player
    Kitru's Avatar
    Join Date
    Sep 2013
    Posts
    1,334
    Character
    Kitru Kitera
    World
    Cactuar
    Main Class
    Marauder Lv 50
    Quote Originally Posted by CrashingWaves View Post
    *coughs* Primal hard/extreme mode runs will see a significant advantage with properly resistant gear. <.<
    This doesn't really work for 2 reasons: first, the weapons that currently provide resistance provide it as a free bonus so the itemization is obviously seen as entirely dismissable by the dev team and, second, melding resistances onto crafted gear comes at the direct cost of other stats, which are the only advantage to crafted gear (pentamelding gives you a metric crapton of stats compared to a "normal" i70).

    If the devs really wanted us to find resistances useful, they'd put it on gear that didn't have to be crafted. Either that, or they should allow existing blue gear to get melded so that you can add resistances if you so choose (restrict it to 2 slots max for balance purposes) so that you can get resistance on everything you're wearing (so that you can tailor your gear to the damage type of the content you want to focus upon) but the fact that you can get a lot *more* resistance from crafted gear still provides an explicit benefit.

    The problem with elemental resistances/weaknesses/attacks in so very many games is that, because they're so specific, they're useless itemization in all but a minority of content. Even if it's amazingly useful, unless they *require* a certain amount of a given resistance (which WoW did in Vanilla), there's no real reason to use it because it only applies to a small amount of content (would you really want gear that's basically i100 for Ifrit but i60 for everything else?). If they try to provide global resistances so that resistance stacking is actually useful, there's no point in having specific resistances otherwise. The only real way you make it useful but not crippling/annoying (gearing up for fire resist was a friggin' *chore* that was worse than the already onerous attunement quests) is by having it exist as an non-required bonus with a reasonable opportunity cost, such that it's a benefit that is noticeable but not required for those people willing to spend a bit more.
    (1)

  4. #4
    Player
    Raestloz's Avatar
    Join Date
    Dec 2013
    Posts
    274
    Character
    Vonelis Heischield
    World
    Tiamat
    Main Class
    Conjurer Lv 50
    Hmmm... I can see the problem with super effective elemental attacks in primal fights <.<

    But that makes the elemental properties invalid. I actually wish they remove elemental properties. It's just a bad shape right now and means precisely jack
    (0)

  5. #5
    Player
    LordSaviour's Avatar
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    Aug 2013
    Posts
    247
    Character
    Lord Saviour
    World
    Diabolos
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by XanderOlivieri View Post
    Kinda makes Elemental Resistance obsolete then too. What is the point of the Materia and items that add Ele. Resist when they are pretty useless?
    As a PLD from XI and now in XIV, I don't really miss having a multitude of Elemental Gear Resist sets. But it did add in an extra element to the battle system which made the game more interesting and involved.

    The reason elements don't do anything is cause in 1.0 people would take Tankx1 WHMx1 and then BLMx6 to basically everything cause they could exploit elemental weaknesses.
    The BLM spell list is kind of ridiculous. BLM should have access to the Elemental Wheel of Magics. Not just 3. Or they could have made it make sense, Black Mage, use "Dark Magic" like in XI. Which would be, Blizzard, Water, Stone and Dark and then give WHM the other; Fire, Lightning, Aero and Light.


    Devs restricting jobs due to Boss Fight imbalance seems like the easy way out. They could have done Diminishing returns if spells are spammed or DPS is needed during a certain point in the battle etc...
    .
    (0)
    Last edited by LordSaviour; 01-14-2014 at 03:14 AM. Reason: Char Limit

  6. #6
    Player
    Tzain's Avatar
    Join Date
    Oct 2013
    Posts
    203
    Character
    Tzain Nival
    World
    Balmung
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by LordSaviour View Post
    The BLM spell list is kind of ridiculous. BLM should have access to the Elemental Wheel of Magics. Not just 3. Or they could have made it make sense, Black Mage, use "Dark Magic" like in XI. Which would be, Blizzard, Water, Stone and Dark and then give WHM the other; Fire, Lightning, Aero and Light.
    Technically BLM only has access to Fire (Flare) and Ice (Freeze). THM has access to Fire, Ice, and Lightning. I seem to remember the first Class Quest text explaning the reason why they focus on those elements. Honestly, I've been a BLM for as long as I've been a WHM and I still have no clue what the BLM abilities are about. If you went by the Job Quests I'd be summoning Voidkin to do my bidding like a Warlock or something.
    (0)

  7. #7
    Quote Originally Posted by LordSaviour View Post
    Or they could have made it make sense, Black Mage, use "Dark Magic" like in XI. Which would be, Blizzard, Water, Stone and Dark and then give WHM the other; Fire, Lightning, Aero and Light.
    it is kind of like that though

    BLM/THM has Fire, Ice, Thunder
    WHM/CNJ has Earth, Wind, Water

    but Fluid Aura being the only Water spell in the game is just hilarious.
    (0)

  8. #8
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    4,002
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Pictomancer Lv 100
    My biggest problem with the lack of elemental resistance in this game is that it's led to a lack of variety in spells/skills for the classes/jobs.
    Whenever I play this game, I have to compare it to XI, there are just to many parallels within the games not to, not to mention XI is XVI's senior in the FF series and the only other MMO in it.
    XI had BLM with spell for each element, SMNs with summons for each element (which allowed the summons to be the main focus of the job), WHM having few offense light element spells to allow them to focus more on healing and buff spells, and Weapon Skills and Skill Links for your physical classes, followed by a nice Magic Burst from your nukers.
    XVI's system is just so streamlined that it gets repetitive. All THM/BLM fling the same spell-rotations, all ACN/SMN place the same DoTs and use Garuda, CNJ/WHM barely ever use their offensive spells or buff during a battle, and the melee DPS barely need to interact and/or coordinate attacks with one another...
    (0)

  9. #9
    Player
    Cegiana's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    207
    Character
    Kamelia Aegis
    World
    Louisoix
    Main Class
    Arcanist Lv 77
    Quote Originally Posted by SendohJin View Post
    it is kind of like that though

    BLM/THM has Fire, Ice, Thunder
    WHM/CNJ has Earth, Wind, Water

    but Fluid Aura being the only Water spell in the game is just hilarious.
    midway through Legacy FFXIV's lifespan, the new team redid the magic setup. CNJ had ALL the elements including multiple water spells, but the new team split the spells between THM and CNJ and got rid of most of THMs spell (man do I miss shock spikes.) While they were splitting it, they ended up not giving Water to any of them. So the later half of Legacy FFXIV we did not have any water spells, but enemies did. They had gear to enhance our water spells yet none existed anymore. lol What was also funny was that, even though CNJ no longer had half of the elements, the storyline was never changed to reflect that, so it would still tell you that CNJ were in charge of elements that now belonged to THM. In ARR the CNJ storyline now only mentions the elements that belong to CNJ. THM was truly bad ass in 1.0 until the new team got rid of most THM spells, I remember THM was a monster and killing things in ways that make ACN seem underpowered in comparison. lol

    Ah memories, cause that's all it is now, distant memories. But then again, we didn't have any MP regeneration at all back then, would have to touch an Aetheryte to get back MP, so even though things didn't use up much MP, you had to be very careful to not cast any spell that didn't need to be cast. So yeah, some are good memories and some not that good.

    I dunno. Over a decade and it's still a sub based game, being the biggest money maker in the FF franchise, and multiple threads on here saying that this game should be more like it......
    I still play FFXI (3 subs and 18 characters, 10 are mules though) and FFXI is becoming more and more like FFXIV with every update. For example, it's super solo now cause you can have 3 Trust Companions out with you (Famous NPCs that fight with you.) Notorious Monsters pop MUCH faster and they drop their rewards at a DRASTICALLY increased rate. They added timed events that (somewhat) resemble FATEs. They added a ton of town crystals and now you can teleport from area to area like in FFXIV or even to other towns by paying gil, just like FFXIV, even to far off/difficult to reach areas, just like FFXIV. They even considered having the doors open automatically like in FFXIV (couldnt do it cause the door clicking is related to many quests, but they tried to add it.) In FFXI you can now pick the difficulty of certain content just like certain content in FFXIV. Even the UI is being redone to make it more efficient. FFXI even does item levels like FFXIV (although FFXI had it first.) And that's just stuff off the top of my head. Face it people, FFXI's abusive systems are a thing of the past, they want it to be as fun as FFXIV is and they are well past the idea/planning stage, it is already being implemented and it's not gonna stop (until the game goes offline forever and with 500-1,200 people on when I log in, it's not going away anytime soon.)
    (1)
    Last edited by Cegiana; 01-24-2014 at 07:03 AM.