Sorry, but those are awful excuses. If you run out of ammo that's your own faut, and if you don't want remove bind just get out of active mode, not that big of a problem.you want a good excuse, here is a good excuse:
Archer is the ONLY class that is dependant on a limited amount of ammunition, once it runs out, you are down to a crappy stone throw that will maybe critical for 3 dmg. It is also one of the few classes where your damage and accuracy is affected by positioning. Auto Attack would burn through your ammunition at a fast pace, and would leave you no time to re-position if needed. Also, AA would cancel out the bind status caused by Shadowbind and close shot, meaning that the class would lose it's ability to solo.
There, THREE good reasons why ranged attacks should never be AA, don't like it, stick with your pointy stick thing. As for the unlimited quivers argument, FFXI had the same system, and I have yet to hear people whine about how it was unfair for rng to be one of the best dds and have a dependancy on ammunition to balance out that capability. Again, you don't like it, don't play it.
yeah because the games responsiveness is so awesome that your character would never fire off a shot before you could get out of active mode. No ranged AA makes sense, punching in melee range does not. But now it does not matter, SE already stated it isn't possible.
Last edited by Krausus; 07-01-2011 at 11:49 PM.
"Oh no! I have to actually PLAN my attacks!? No archer does THAAT! I should be able to fire willy nilly shouting in the air like Rambo!"No.
Screw any melee attack.
SE should have done exactly what every other MMO does for a bow-wielding class, and make the freaking arrow the auto attack.
The crappiest part about playing RNG in FFXI was spamming /ra to do any freaking damage (unless you're KC RNGing, but let's be honest... most people, and most posters here, were never KC RNGs).
The crappiest part about playing ARC in FFXIV will be spamming various ranged abilities (now with cooldown, herp derp!).
It puts a job that already has to pay to play at a serious disadvantage on the DD perspective because your efficiency is tied entirely to how close you're paying attention and how little time you leave on the table between possible attack rounds.
Arrows are not something that drives the economy. Replace them with bottomless quivers of a type (e.g. Red Coral Quiver), abolish limited ammunition, and just make Light Shot the default RNG auto-attack.
You're sitting here, and saying with a straight face that you want to play a video game where you have to plan your individual attacks?
Really?
The fun is figuring out how to beat boss mobs, or the mechanics of an instance, or how to get the most damage out of a class.
The fun is not sitting there optimizing your timing for when you're hitting the /ra button, to keep yourself from playing at a disadvantage against those who the system hits the button for.
And since it's an MMO, and thus intended to be played for a long, long time, mindless tedium like mashing buttons to attack should be kept to a bare minimum. The mindless tedium should come from having to repeat the same content for a while to fully outfit a group (you know, the normal MMO way to keep people playing between updates).
"There are two things which are infinite: the universe and human stupidity; and I'm not sure about the universe." ~Albert Einstein
I have a lot of fun doing math and programming battle systems. I can promise you a lot of people don't have fun doing math. You can't determine what is and isn't fun to people -- however you must have forgotten that RPGs and MMORPGs are all about calculation and math -- well I guess western RPGs weren't.You're sitting here, and saying with a straight face that you want to play a video game where you have to plan your individual attacks?
Really?
The fun is figuring out how to beat boss mobs, or the mechanics of an instance, or how to get the most damage out of a class.
The fun is not sitting there optimizing your timing for when you're hitting the /ra button, to keep yourself from playing at a disadvantage against those who the system hits the button for.
I thought they were about becoming a different person and growing as a character, and doing so in a virtual social setting.I have a lot of fun doing math and programming battle systems. I can promise you a lot of people don't have fun doing math. You can't determine what is and isn't fun to people -- however you must have forgotten that RPGs and MMORPGs are all about calculation and math -- well I guess western RPGs weren't.
I agree. The last time i posted about this i was blasted to the sun with insults like no other. LolNo.
Screw any melee attack.
SE should have done exactly what every other MMO does for a bow-wielding class, and make the freaking arrow the auto attack.
The crappiest part about playing RNG in FFXI was spamming /ra to do any freaking damage (unless you're KC RNGing, but let's be honest... most people, and most posters here, were never KC RNGs).
The crappiest part about playing ARC in FFXIV will be spamming various ranged abilities (now with cooldown, herp derp!).
It puts a job that already has to pay to play at a serious disadvantage on the DD perspective because your efficiency is tied entirely to how close you're paying attention and how little time you leave on the table between possible attack rounds.
Arrows are not something that drives the economy. Replace them with bottomless quivers of a type (e.g. Red Coral Quiver), abolish limited ammunition, and just make Light Shot the default RNG auto-attack.
When you're a higher level archer you'll understand. Same reason they don't have ranged auto attack in ffxi; their damage and hate is too high. You let an archer spam arrows in a party and they'll pull hate plain and simple. Mix in high damage hate building abilities, you need to be able to control your arrow shots after doing massive damage or you're asking to die. Id rather this then having to disengage every time I wanted to watch my hate.No.
Screw any melee attack.
SE should have done exactly what every other MMO does for a bow-wielding class, and make the freaking arrow the auto attack.
The crappiest part about playing RNG in FFXI was spamming /ra to do any freaking damage (unless you're KC RNGing, but let's be honest... most people, and most posters here, were never KC RNGs).
The crappiest part about playing ARC in FFXIV will be spamming various ranged abilities (now with cooldown, herp derp!).
It puts a job that already has to pay to play at a serious disadvantage on the DD perspective because your efficiency is tied entirely to how close you're paying attention and how little time you leave on the table between possible attack rounds.
Arrows are not something that drives the economy. Replace them with bottomless quivers of a type (e.g. Red Coral Quiver), abolish limited ammunition, and just make Light Shot the default RNG auto-attack.
They'd basically have to rebuild the archer class from the ground up.
no auto attack ranged please.
Seconded. Killing the pay to play argument would probably serve ARC well in the long run.
If this is the case you can rebalance the class around its abilities with auto-shot being supplemental damage rather than being THE damage source. Giving the class actual hate-dropping and transfer tools would also go a long way. RNG in XI could have also used that if the devs had actually bothered to make Camo drop aggro upon use.When you're a higher level archer you'll understand. Same reason they don't have ranged auto attack in ffxi; their damage and hate is too high. You let an archer spam arrows in a party and they'll pull hate plain and simple. Mix in high damage hate building abilities, you need to be able to control your arrow shots after doing massive damage or you're asking to die. Id rather this then having to disengage every time I wanted to watch my hate.
Last edited by Duelle; 07-01-2011 at 02:44 PM.
* 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)
Glads use daggers as a secondary weapon type
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