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  1. #1
    Player

    Join Date
    Jul 2011
    Posts
    279
    How were XI skillchains confusing in the least? They were very simple at the core. BR are massive fail and I hope and pray that the new team realizes this.
    (0)

  2. #2
    Player
    Gennosuke's Avatar
    Join Date
    Mar 2011
    Posts
    287
    Character
    Gennosuke Kouga
    World
    Ragnarok
    Main Class
    Conjurer Lv 50
    nice thread!
    love the post Renta. very good ideas.

    I especially agree and support the chronotrigger style combos. I already mentioned this as well in the 2nd thread in my signature.
    It would be a very nice and cool addition and change from FFXI. I think XIV definitely has the potential to pull off something awesome like that.
    (1)

  3. #3
    Player
    Rentahamster's Avatar
    Join Date
    Mar 2011
    Location
    Lindblum MRD50/THM50/LNC50
    Posts
    2,823
    Character
    Renta Hamster
    World
    Sargatanas
    Main Class
    Gladiator Lv 50
    With the implementation of auto attack in 1.18, we saw the beginnings of the short term fix that I outlined in the OP: being able to stack BRs and attack at the same time.

    Now, in 1.19, the more long term fixes will be taking place, as the entire system is being removed.

    http://forum.square-enix.com/ffxiv/t...attle-Regimens

    [dev1133] Battle Regimens

    * The following revision, planned for patch 1.19, is still in development, and therefore subject to change.
    • Patch 1.19 will see the suspension of Battle Regimens.
      We are currently in the process of rebuilding the framework of the battle system, which involves large-scale revisions to the enemy claiming and linking systems as well as damage calculations. Unfortunately, these changes will render Battle Regimens unusable, and so we have decided to suspend their use in patch 1.19. We aim to have a new and optimized regimen system in place after the adjustments to battle classes have been completed alongside the launch of the job system.
      * The reimplementation schedule is yet to be determined.
    Hopefully we'll see the implementation of a mechanic that encourages cooperation and a diverse party system. Let those suggestions fly!
    (0)
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    My Threads: http://forum.square-enix.com/ffxiv/s...vBForum_Thread

  4. #4
    Player
    jwang's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    254
    Character
    Lorev Ildgar
    World
    Excalibur
    Main Class
    Paladin Lv 70
    While Chrono Trigger had some terrific combination attacks and is one of my all time favorite games, in terms of combination attacks being viable in XIV I find that Phantasy Star IV has the best example to draw from. You can find a video of them here:

    http://www.youtube.com/watch?v=p_cLL_GmDsg

    The best part about them in my opinion is that you can easily imagine them being used in the MMO scene, especially in this game. All the animations were what the characters already doing, no additional gimmicks added outside of a different attack animation to reflect the added effects, and a much increased damage output against the correct type of monster.
    (0)

  5. #5
    Player
    Rentahamster's Avatar
    Join Date
    Mar 2011
    Location
    Lindblum MRD50/THM50/LNC50
    Posts
    2,823
    Character
    Renta Hamster
    World
    Sargatanas
    Main Class
    Gladiator Lv 50
    Well, phase one is complete with the dismantling of the battle regimen system. It was a good asset to those who knew how to use them (Our LS would get consistent sub-20 minutes Darkhold runs via use of battle regimens and multishot), but it was an overall flawed system due to the reasons I laid out earlier.

    It seems we will have self-combos in 1.20, but I'm still curious as to how groups can cooperate together in order to boost their battle proficiency.

    http://massively.joystiq.com/2011/10...oshida-part-2/

    Good news! In version 1.20, we have major adjustments planned for every class, adjustments that will change a lot of specs on abilities and weapon skills. For example, when it comes to damage dealing, we're planning on introducing what we're tentatively calling a self-combo, whereby solo players can tie together a bunch of different weaponskills or attacks to deal extra damage. These things will help make even defensive players more powerful in addition to helping straight attackers like Archers. We have all of these changes planned for 1.20, but we're going to make sure to get all of that information out to players beforehand so they can see all of the changes we're planning and then give us feedback about any further changes we need to make before the patch releases.
    (0)
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    My Threads: http://forum.square-enix.com/ffxiv/s...vBForum_Thread

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