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  1. #1
    Player
    Welsper59's Avatar
    Join Date
    Mar 2012
    Posts
    2,427
    Character
    Eros Maxima
    World
    Leviathan
    Main Class
    Archer Lv 60

    Just read the Novacrystallis interview

    http://www.novacrystallis.com/2014/0...naoki-yoshida/

    That last part referring to Evolve would be an interesting take on this game. I most definitely would not expect something like that until late 2015 though, if even that.

    I'd imagine something along the lines of a Frontlines setup for that. It probably wouldn't be faction based, but one alliance would control either an army of mobs or a single, possibly mechanized boss (like the behemoth example). Different people control different functions/abilities. Lore-wise, maybe we're testing out foreign technology, as by then, I'm sure more opportunities than just Allagan would be available for use.
    (6)

  2. #2
    Player
    zulu_kulu's Avatar
    Join Date
    Apr 2014
    Posts
    93
    Character
    Zulu Kulu
    World
    Gilgamesh
    Main Class
    Marauder Lv 25
    wow so my theory is correct and i have been validated!

    the removal of morale in FL is SE response to win trading. thanks SE, so now can you please just nerf the rank and gear cost of the animal series down since it will be absolutely useless outside the soon to be dead wolves den?
    (1)
    Last edited by zulu_kulu; 06-20-2014 at 07:04 AM.

  3. #3
    Player
    Welsper59's Avatar
    Join Date
    Mar 2012
    Posts
    2,427
    Character
    Eros Maxima
    World
    Leviathan
    Main Class
    Archer Lv 60
    Quote Originally Posted by zulu_kulu View Post
    wow so my theory is correct and i have been validated!

    the removal of morale in FL is SE response to win trading. thanks SE, so now can you please just nerf the rank and gear cost of the animal series down since it will be absolutely useless outside the soon to be dead wolves den?
    It's actually a pretty acceptable practice for devs to have PvP rewards be aesthetic and either a long-term commitment to obtain or just overall difficult.
    (1)

  4. #4
    Player kidvideo's Avatar
    Join Date
    Sep 2013
    Posts
    803
    Character
    Ember Rage
    World
    Coeurl
    Main Class
    Arcanist Lv 80
    Cloud, confirmed!

    New RMT reporting system, confirmed!
    (3)

  5. #5
    Player
    Ecks007's Avatar
    Join Date
    May 2013
    Location
    Limsa Lominsa
    Posts
    1,064
    Character
    Ecks Grimoirath
    World
    Diabolos
    Main Class
    Arcanist Lv 90
    I am just glad they are going to add a respec type system for the Novus (and beyond).
    (3)

  6. #6
    Player
    Airget's Avatar
    Join Date
    Mar 2011
    Posts
    2,612
    Character
    Airget Lamh
    World
    Hyperion
    Main Class
    Botanist Lv 100
    I feel like the evolve concept would only work if they did it in low numbers, having 200 v behemoth sounds like a bit to much, and if there is no sense of reward that is balanced it could fall into the same hole as pvp.

    I kinda feel like "evolve" concept could work if they did it in small number 4v, 8v, 16v, and 24v.

    Though another balance would be how would enmity work. An idea that just came to mind is maybe the mob character could attack anyone but the dmg they do is based on the % of enmity.

    So basically something like Tanks have 100% enmity so they take 100% dmg, but if the player mob attacked a character with 10% enmity they would only take 10% dmg which would encourage the boss player to focus on the player with most enmity however this enmity dmg reduction wouldn't influence skills used as the boss mob.

    With the active abilities it could be like universal 15-30 second global cooldown with each ability having it's own extended cooldown to prevent spamming the same ability so maybe something like.

    Skill A=2 min cooldown
    Skill B=3 min cooldown
    Skill C=2 min cooldown shares cooldown with D
    Skill D=2 min coodlown shares cooldown with B
    Skill E=1min cooldown
    Skill F=2min cooldown
    Skill G=5 min cooldown

    So basically like some skills could share cooldowns to prevent them being used back to back within the universal cooldown or maybe even some abilities that open up the door to using other skills but the main idea behind this would be to balance out the boss mob without making them to OP against players because given the chance to be the mob players would aim for the healer first, and user their strongest ability everytime.
    (0)

  7. #7
    Player
    Nana_Balthazar's Avatar
    Join Date
    Mar 2014
    Posts
    36
    Character
    Nana Balthazar
    World
    Ragnarok
    Main Class
    Marauder Lv 45
    http://www.playonline.com/ff11eu/gui...ity/index.html

    ...and it even has a better progression system than FFXIV.
    (6)

  8. #8
    Player
    TheMax1087's Avatar
    Join Date
    Jan 2014
    Posts
    223
    Character
    Maximillion Xameht
    World
    Leviathan
    Main Class
    Pugilist Lv 90
    I'd like to meet one of these " professional monks" and slap them for making the devs think skill speed is good. Every time I run out of tp between invigorates in long fights I want to strangle the devs already, but reading that there are people who actually are trying to see wether skill speed or crit is the best stat for monks infuriates me.
    (0)

  9. #9
    Player
    Almalexia's Avatar
    Join Date
    Mar 2011
    Posts
    856
    Character
    Almalexia Indoril
    World
    Hyperion
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by TheMax1087 View Post
    I'd like to meet one of these " professional monks" and slap them for making the devs think skill speed is good. Every time I run out of tp between invigorates in long fights I want to strangle the devs already, but reading that there are people who actually are trying to see wether skill speed or crit is the best stat for monks infuriates me.
    SS is good. The issue is sustainability: stack SS and you burn through TP, unless you have a BRD to back you up with Paeon. But there is no net DPS gain if you dote on the one melee who stacked SS, so it's more pragmatic to avoid SS.

    What I'm trying to say is, why aren't people making parties with 4 SS MNKs and 1 BRD?
    (0)

  10. #10
    Player
    Themis's Avatar
    Join Date
    Oct 2011
    Location
    Gridania
    Posts
    396
    Character
    Temisu Namisu
    World
    Kujata
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by TheMax1087 View Post
    I'd like to meet one of these " professional monks" and slap them for making the devs think skill speed is good. Every time I run out of tp between invigorates in long fights I want to strangle the devs already, but reading that there are people who actually are trying to see wether skill speed or crit is the best stat for monks infuriates me.
    Wouldn't it be funny if they were right, and we were all wrong /hypotheticalstatement

    Going from what Yoshida was saying, it sounds to me like the JP players tend to build different gearsets that have different focus stats and use them depending on what they are currently doing. Skill Speed is not terrible, it's just hard to sustain TP in long fights without coordinating a Bard or two. For dungeons, SS might be better because of the overall lower HP pool on mobs and less time being spent on each mob. For bosses, though, Crit/Det can be better because it allows for longer upkeep of damage and over time it will outperform SS damage.

    The problem is that, especially in the West, we tend to build our stat weights around an optimal build. This is often in a situation where the target is a training dummy in ideal conditions, where the chance of losing GS stacks or not hitting the correct position is non-existent. In a real setting, though, different builds can cater for very different strategies.

    Personally, I prefer players who are willing to go with what works for them, rather than being sheep and just following a "perfect" guide. Yes, guides help you understand your job more. But they aren't a one-size-fits-all gospel.
    (3)

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