i'd like to see this, would bring excellent immersion into the battle classes.
i'd like to see this, would bring excellent immersion into the battle classes.
They could also implement something like Quickenings/Mist Knacks from Final Fantasy XII. Where each player has a charge gauge that fills up as players progress through battles and stuff in dungeons. Each gauge can charge independently (although all players can see each others charge bar progress) and they can be activated by each play independently. If one player activates theirs, it'll use a special ability for their class that is maybe more powerful than a normal ability, but isn't all that powerful.
But the more players in the party that use theirs within a certain period of time, the abilities will chain together and create a more powerful effect. If all four players activate theirs together, it will unleash a specialized "Concurrence" based on the party's make up.
The system would have to be altered in eight person parties and raids though, since an eight player chain would probably be broken and make fights way easier.
Ah Chrono Trigger and Chrono Cross, how we miss the Multi Character Combos.
In order for this idea to work effectively it would have to have the proper feedback and time window:
A. It needs to be clearly indicated, in some way, what needs to be done
B. It needs a larger time window than Skill Chains did.
C. It needs to not be something we overly or rarely base our strategies around
FFXI became formulaic because of WS Chains but WSC's were doable because the combat was so mind-numbingly slow.
FFXIV is a different game and super fast paced...Perhaps they could revamp the Limit Break system to get closer to what you're talking about.
That being said, the example you cited isn't a terribly good one because it's just a roll over a teammate's back into a Steel Cyclone. That's a purely cinematic appeal and doesn't provide much as far as a gameplay mechanic goes. Would rolling over your teammate's back make the SC stronger? Doesn't really make much sense. But in the cinematic it works because it's a different medium.
Still an interesting idea to put forth...I just don't see it, at this point, really working in the system of FFXIV.
I loved skillchain back in 11 and I'm all for it. The only downside to having it in FF14 is that it has the potential to favor certain party composition. The major hurdle would be balancing the unique benefit of each combo. This is particularly true should there be multi tier skillchains.
Give each class an ability that procs another class' ability.
For example, the Archer uses Heavy Shot, which procs his own Straight Shot. This would be like that, except it would choose a random party member and they'd have the normal time limit to use their ability.
Glad to see someone sees the consequences of systems like skillchains.I loved skillchain back in 11 and I'm all for it. The only downside to having it in FF14 is that it has the potential to favor certain party composition. The major hurdle would be balancing the unique benefit of each combo. This is particularly true should there be multi tier skillchains.
The main problem is that you can't really implement them without making a lot of concessions and with an extremely high risk of making the system wasted effort. You obviously have to maintain parity between jobs that contribute to these skillchains, otherwise you have the "distortion/lv3 light or GTFO" scenario again.
Usefulness is also very important. If Combo A that involves a PLD using Riot Blade followed by a DRG using Jump does the most damage out of all combos, then raids are going to only use PLDs and DRGs. You could make them less about damage and more about additional effects like debuffs, but then you run into an even bigger problem since boss level mobs would obviously have to be immune to those effects (thus making the system useless when not fighting trash mobs). Having buffs proc on use for the party would basically create that PLD+DRG 0nry scenario as well.
From a mechanics standpoint it wouldn't mesh well with what we have now. You'd have a LOT of missed opportunities to use these SCs when people have to move out of stuff and avoid environmental hazards. You could go the route of the original battle regiments where both players have to toggle BR mode, but that would put people off since it pretty much requires vent/teamspeak to do as quickly as possible so that both jobs can return to doing their thing during the fight. Not mentioning that BR mode locked out out of your other abilities.
* 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)
+1 for combo LB attacks, I see a few people putting the obvious together, but anybody should be able to combo with anybody, just different effects and outcomes.
I do miss the Everquest 2 combos, its been awhile so I dont remember too well. But basically someone would start the chain and everyone would get a window that pops up with the different classes. Once a class uses a certain combo skill the pop up window will update. It could just be a simple 2-3 people chain or even everyone in the raid. If people didnt bother using the chain it wasnt a big deal but once it was completed it would add some nice bonuses and shiny effects. Im sure someone else could remember it better haha.
The return of.... Battle Regiments!!!!!! xD
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