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  1. #1
    Player
    reality_check's Avatar
    Join Date
    Aug 2013
    Posts
    614
    Character
    Jesse Branford
    World
    Adamantoise
    Main Class
    Arcanist Lv 80

    Please consider revising combat mechanics

    -"Out of range" while playing a melee class was ridiculous in FFXI a decade ago. The fact that you can still chase after certain things at the same speed and not be able to activate abilities must be fixed.

    -Casters should pivot to face moving targets as they cast a spell. You can bind a key to turn your character as you cast -- there's no reason that this shouldn't be done automatically.

    -1, 2, 3 combos are boring and way too present in FFXIV. Combos should reduce TP cost, not increase damage. If I want to use Rage of Halone 3 times in a row for full effect, I should be able to. The consequence should be absurdly inefficient TP cost.

    -There is next to 0 interaction between team mates during battle. There should be some system to test coordination between team mates that is not fight mechanic dependant.

    -Damage of Time spells need to not combine and be clearly marked. It is far too difficult to tell how DoT clipping is affecting your DPS. I can't even tell how much damage my DoTs are even doing in party settings because they just roll into everyone else's.
    (7)

  2. #2
    Player
    KalSki's Avatar
    Join Date
    Apr 2013
    Location
    Gridania
    Posts
    31
    Character
    Kal Hetman
    World
    Shiva
    Main Class
    Conjurer Lv 50
    Unsubbed just now but because of other reasons.
    Playing at may (at beta 3)
    3 months Cant pass brayflox and aurum vales because of stupid reflex/latency dependent mechanics. No point to play more this version of Final Fantasy game - is nothing fun to miserably lost to latency and action game mechanics for person who in 28 years of play time NEVER played action games = hate action games and look in Final fantasy ONLY for JRPG game style...
    (3)
    English is not my native language. Sorry for grammar and vocabulary.
    My entire English language learning are just games.
    Not too old to improve of course.
    Video game addict since 1985 (44 years old - 29 years of a happy addiction) and not seek to cure me

  3. #3
    Player
    DoubleT's Avatar
    Join Date
    Aug 2013
    Location
    Uldah
    Posts
    284
    Character
    Double Toker
    World
    Hyperion
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by KalSki View Post
    Cant pass brayflox and aurum vales because of stupid reflex/latency dependent mechanics.
    there is barely any reflex machanics is braflox or aurum vale lol

    brayflox -
    1st boss - only tnk needs to dodge, an he prolly dont even hav to do that
    2nd boss - kill poison bubbles on pt members
    3rd boss, stay out of poison an keep boss out of poison, tnk dodge aoes

    simple

    AV -
    1st boss - eat fruit @ 2 stacks of poison, tnk dodge aoe (doesnt even have to do that)
    2nd boss - this is the only boss where u have to dodge something, when boss grabs club with both hands run far away as u can get, when boss looks at you sidestep out of his line of sight to dodge lazer
    3rd boss - eat fruit @ 3 stacks of poison, aoe eggs down asap, tnk dodge aoes

    simple
    (2)
    Last edited by DoubleT; 05-19-2014 at 11:43 AM.

  4. #4
    Player
    Illiad's Avatar
    Join Date
    Jan 2014
    Posts
    2
    Character
    Il'liad Adahl
    World
    Sargatanas
    Main Class
    Lancer Lv 50
    I agree that the game needs more interactive mechanics.. Not to bring FFXI into this, but weapon skills were always an interesting mechanic that I felt really made an otherwise bland combat system really dynamic. Mind you I'm not an endgame veteran of XI, but I see no reason why FFXIV can't own that CONCEPT and make it work within the parameters of the system they built. To clarify, I by no means want weapon skills to be directly translated, but an interactive component like that can be revised and reinvented as an "innovative" future mechanic.

    On a quick glance I see no reason why the job specific skills can't be built in a similar manner. The CD's and the specificity of these skills would work well for limiting spam and it allows for job specific contribution to the party's composition.

    EX.

    Dragon Flare

    BLM (Flare) + DRG (Dragon Fire Dive) = Deals a fire based attack that deals a burst attack with the potency of 500 following a successful combo, limited by a 300 sec recast. (Dragonfire Dive)

    It's hardly brilliant, but these are the types of modest additions that I hope to see when pushing the game play forward in subsequent updates. It would be rather simple to implement with the current game, beyond balancing and recoding.
    (3)

  5. #5
    Player
    Evtrai's Avatar
    Join Date
    Jul 2011
    Posts
    203
    Character
    Yukari Hana
    World
    Balmung
    Main Class
    Summoner Lv 60
    Quote Originally Posted by reality_check View Post
    -1, 2, 3 combos are boring and way too present in FFXIV. Combos should reduce TP cost, not increase damage. If I want to use Rage of Halone 3 times in a row for full effect, I should be able to. The consequence should be absurdly inefficient TP cost.
    ...........ಠ_ಠ
    (4)

  6. #6
    Player
    Alkimi's Avatar
    Join Date
    Jan 2012
    Posts
    713
    Character
    Alkimi Asura
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 70
    Quote Originally Posted by Illiad View Post
    I agree that the game needs more interactive mechanics.. Not to bring FFXI into this, but weapon skills were always an interesting mechanic that I felt really made an otherwise bland combat system really dynamic.
    Not sure how "auto-attack until 100% TP > use weapon skill (usually always the same one) > repeat" could be considered dynamic.
    (0)

  7. #7
    Player
    Parodine's Avatar
    Join Date
    Aug 2013
    Posts
    1,044
    Character
    Cullen Dionysion
    World
    Adamantoise
    Main Class
    Gladiator Lv 70
    Quote Originally Posted by DoubleT View Post
    there is barely any reflex machanics is braflox or aurum vale lol

    brayflox -
    1st boss - only tnk needs to dodge, an he prolly dont even hav to do that
    2nd boss - kill poison bubbles on pt members
    3rd boss, stay out of poison an keep boss out of poison, tnk dodge aoes

    simple

    AV -
    1st boss - eat fruit @ 2 stacks of poison, tnk dodge aoe (doesnt even have to do that)
    2nd boss - this is the only boss where u have to dodge something, when boss grabs club with both hands run far away as u can get, when boss looks at you sidestep out of his line of sight to dodge lazer
    3rd boss - eat fruit @ 3 stacks of poison, aoe eggs down asap, tnk dodge aoes

    simple
    There are four bosses in Brayflox technically aren't there?
    (0)

  8. #8
    Player Kaze3434's Avatar
    Join Date
    Mar 2014
    Location
    Old Grid
    Posts
    1,016
    Character
    Rumina Asou
    World
    Cactuar
    Main Class
    Archer Lv 70
    Quote Originally Posted by KalSki View Post
    Unsubbed just now but because of other reasons.
    Playing at may (at beta 3)
    3 months Cant pass brayflox and aurum vales because of stupid reflex/latency dependent mechanics
    im sorry, but if you are stuck at those places, the game may not be for you. your problems sound closer to inability to learn/adapt to situations.
    (1)

  9. #9
    Player
    ispano's Avatar
    Join Date
    Oct 2011
    Posts
    2,753
    Character
    Melfina Amastacia
    World
    Excalibur
    Main Class
    Lancer Lv 60
    Quote Originally Posted by reality_check View Post
    -Casters should pivot to face moving targets as they cast a spell. You can bind a key to turn your character as you cast -- there's no reason that this shouldn't be done automatically.
    Uh, no. Why should it be made easier, when it's already easy to do as is?

    Quote Originally Posted by reality_check View Post
    -Damage of Time spells need to not combine and be clearly marked. It is far too difficult to tell how DoT clipping is affecting your DPS. I can't even tell how much damage my DoTs are even doing in party settings because they just roll into everyone else's.
    As much as this would be nice, it's not going to happen due to how the game itself is designed. First of all, your DoTs don't lump with other people's DoTs, only your own. And the reason for this is the tick time is server controlled at a fixed 3 seconds. ie, ever single HoT and DoT on a mob/player will always tick at the exact same time, always. This is also why we won't see Spell/Skill Speed reduce the time between DoT ticks, because it's a hard coded timer.
    (0)

  10. #10
    Player
    saber_alter's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    1,811
    Character
    Lyrre Myste
    World
    Cactuar
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Parodine View Post
    There are four bosses in Brayflox technically aren't there?
    yes.

    but the only mechanic of the second boss is run away from brayflox.
    (0)

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