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  1. #1
    Player
    NovaUltimatum's Avatar
    Join Date
    Aug 2013
    Posts
    368
    Character
    Nova Ultimatum
    World
    Moogle
    Main Class
    Thaumaturge Lv 92
    Quote Originally Posted by Razzle View Post
    its just a left over from 1.0... Yoshi doesnt really want it in the game
    Why though? What's wrong with an elemental wheel? How do its negatives outweigh the positives?

    Did Yoshi even ask the community if it should have been gotten rid of?
    (1)

  2. #2
    Player
    Join Date
    Mar 2011
    Posts
    532
    Quote Originally Posted by NovaUltimatum View Post
    Why though?
    Because they wanted to dumb the game down in every way possible.

    Elemental wheel was probably the first to go.
    (2)

  3. #3
    Player
    Garlyle's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    1,349
    Character
    Alvis Yune
    World
    Adamantoise
    Main Class
    Fisher Lv 70
    Quote Originally Posted by NovaUltimatum View Post
    Why though? What's wrong with an elemental wheel? How do its negatives outweigh the positives?
    In analysis I'm not even sure there's a positive.

    If you want players to target an elemental weakness, you end up with
    1. Characters are now forced to carry more gear to be 'properly equipped' for encounters, forcing a lot more farming. (There is an argument though that this is a positive for things like reducing content obsoletion, but this is distinctly not the philosophy XIV takes)
    2. Classes spontaneously have various tools restricted from them in fights simply because they're not the right element.
    3. Classes that do play the elemental game and avoid 2... now have six functionally identical spells that aren't actually adding any gameplay because you're using the same one over and over and ignoring the others, creating unnecessarily clogged skill lists.

    It's not even a 'smart' thing. It doesn't take intelligence to pick which spell to use, just foreknowledge of which one's most effective. The only time it might get interesting is bosses which rely on changing elements, which has heavy impact on other classes in the process.
    (2)
    Last edited by Garlyle; 05-21-2014 at 09:56 PM.

  4. #4
    Player
    Magis's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    1,253
    Character
    Magis Luagis
    World
    Excalibur
    Main Class
    Thaumaturge Lv 60
    Quote Originally Posted by Garlyle View Post
    In analysis I'm not even sure there's a positive.

    If you want players to target an elemental weakness, you end up with

    1. Characters are now forced to carry more gear to be 'properly equipped' for encounters, forcing a lot more farming. (There is an argument though that this is a positive for things like reducing content obsoletion, but this is distinctly not the philosophy XIV takes)
    2. Classes spontaneously have various tools restricted from them in fights simply because they're not the right element.
    3. Classes that do play the elemental game and avoid 2... now have six functionally identical spells that aren't actually adding any gameplay because you're using the same one over and over and ignoring the others, creating unnecessarily clogged skill lists.

    It's not even a 'smart' thing. It doesn't take intelligence to pick which spell to use, just foreknowledge of which one's most effective. The only time it might get interesting is bosses which rely on changing elements, which has heavy impact on other classes in the process.
    Honestly I wish the game had an elemental wheel. Makes it more interesting instead of the boring setup we have now. Your points are good, but I think the key thing is it forces variation. You can no longer have "BIS", you must equip yourself to the fight you are going into. It does require more work balancing, which SE doesn't seem to want to worry about with their streamlining. It also makes sense as an immersion thing, ie attacking Bombs with Fire or ice elementals with Blizzard.
    (0)