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  1. #1
    Player
    Delmontyb's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,335
    Character
    Brin Zalazar
    World
    Sargatanas
    Main Class
    Conjurer Lv 90

    [dev1032] Class Actions/skills Changes/Additions

    Please post your own ideas for class actions and skills, but for my first post here, I wanted to focus on DOM classes...
    1. I would like to see Debuffs and Dots(Damage over time) have a real big effect on the battle. I would like DOT damage to be seen when it ticks on the mob so you know your doing damage to it. And I think a DOT spell should be a real battle winning ability.
    2. There should also be more debuff and DOT abilities in the game, some examples would be a DOT drain spell that would hurt the target, and heal you over time...
    3. There should also be "channeling" abilities that are in effect until you run out of MP, break the spell, or that last for a period of time (IE the barrier spell as seen in the opening of the Limsa story.

    I'm sure I could think of more abilities, but I wanted to get this topic started and to see what everyone else is wanting.
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  2. #2
    Player

    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    896
    DoTs are already pretty powerful, why on earth do they need to be any stronger? The idea behind DoTs is that they're efficient means of damage with higher power than a nuke but take longer to reach their full potential.
    Being able to 'see it tick' on a tough mob would be ridiculous because you'd be shaving off massive chunks of HP. I guess it's fair to assume thaumaturge is your main or something.
    Channeling spells such as that shield would be awesome though, perhaps something for the future, who knows!

    I'd love to see some classic skills like Highwind return in the long run, would be awesome for Lancer :P
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  3. #3
    Player
    Delmontyb's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,335
    Character
    Brin Zalazar
    World
    Sargatanas
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Sephr View Post
    DoTs are already pretty powerful, why on earth do they need to be any stronger? The idea behind DoTs is that they're efficient means of damage with higher power than a nuke but take longer to reach their full potential.
    Being able to 'see it tick' on a tough mob would be ridiculous because you'd be shaving off massive chunks of HP. I guess it's fair to assume thaumaturge is your main or something.
    Channeling spells such as that shield would be awesome though, perhaps something for the future, who knows!

    I'd love to see some classic skills like Highwind return in the long run, would be awesome for Lancer :P
    Agreed with the classic skills... However, I might have my skills (attribute points) messed up because it never feels like my DOT abilities do that much damage, ya, it does damage, but perhaps I find it hard to tell if it's me hitting the mob, casting a nuke, or if the spell is really draining the life of the mob. - This might be fixed with the other adjustments they have planned.

    With that said, I still would like to see my DOT damage that way I know how much damage I'm dealing.
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  4. #4
    Player
    Roll's Avatar
    Join Date
    Mar 2011
    Posts
    361
    Character
    Roland Starwind
    World
    Adamantoise
    Main Class
    White Mage Lv 70
    I'm all for channeling spells like that Barrier/Shield spell used in the cinemas in this game.
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  5. #5
    Player

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    Mar 2011
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    19
    I think the addition of advanced skills should be very similar to the system in FFXI. Imagine having access to everything we have right now as our normal basic attack regieme. Advanced jobs like Black Mage and White Mage however would mirror abilities in FFXI (such as Elemental Seal) with 1.5-120 minute reset timers. Either a Whm or Blm could sub either Con or Tha, but the Blm would have a bunch of attack buffs while the Whm had cure buffs.
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  6. #6
    Player
    Meenkieblade's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    25
    Character
    Meenkie Bladedancer
    World
    Hyperion
    Main Class
    Archer Lv 50
    Just some brainstorming....


    Armory System
    -It's nice to have my own character with abilities I've earned to create a character that can do whatever I want.
    -COUNTERPOINT This system goes WAY too far with this though. There's practically no uniqueness to any class aside from the weapon you're using and some HP/MP stuff. Yay, I can dress my mage up in heavy plate armor....Why? Who knows?
    Imo--Make a lot of the abilities classes unlock specific to that class. Keep the Abilites/Traits that you unlock with Guild Points open to all jobs. That way, there's some crossover that you have earned....but the classes keep most of the uniqueness. (And while they're at it....how about adding more things to get with Guild points? Gear for that class that's unique maybe? Or maybe some abilities that don't borderline on the silly and retarded? Overkill in choices would be great even!)

    Battle system
    -This will be very hard to fix....parts are fine, parts are broken.
    -I'd love an auto-attack option. How hard would it be to set that to the 1st eaction action? Choose which you want (stab vs. slash, etc.) and your character will do that on the mob whenever possible (maybe having to hit it once at the start to prevent auto-attacking the wrong mob). Oh, and make it so it doesn't take stamina. If only the special moves used stamina the flow would be more.....dynamic. Sure, it'd take more stamina to do things....but hey, we're adventurers! Slashing a sword is supposed to be easy! Spinning and slashing takes more effort, it makes sense!

    -Auto-shield maybe? >.> Just restrict damage a bit perhaps? Kind of like Defender, but more class/wep specific.

    -Battle regiments....Great idea, very poorly executed. They're easy to screw up, mistime, and tricky to put into action. The SkillChain system in FFXI was rarely used beyond a few levels when Freeze was awesome and some end-game battles. Sure, it was extra damage....but waiting for your teammates to get TP sometimes was aggravating and wasteful.
    With everyone able to use pretty much any WS ability now....it gets complicated and fairly silly.

    -Maybe try this;
    Instead of focusing on the Abilities people are using, focus more on the timing. Right now, some WSs focus on a particular body part of the enemy to create an effect. Maybe take this a step further and just have everyone with a same-area-hitting-attack go at once?
    For example; Someone counts down with a macro, 3,2,1 GO Head Attacks! Three people with Head-Aimed WSs nail the mob at the same time compounding damage and having some sort of effect on the mob. Simple, and easy! (of course, WSs would need to use a LOT more stamina...can't have people just spamming that. Unique WSs to each class along with auto-attack, this could be nifty!)

    SE, props for trying something new and creative....and even more props to admit that some isn't working. Thanks for listening to us. Let's make this the best MMO out there!


    ~Meenk
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