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  1. #31
    Player
    Lienn's Avatar
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    Mar 2011
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    1,949
    Character
    Lienn Deleene
    World
    Gungnir
    Main Class
    Alchemist Lv 50
    Quote Originally Posted by Dargoth_Draconia View Post
    This isn't FFXI battle system at all really, it has some very basic similarities but it ends there. It actually fits into the more streamline MMO feel now with some strategy and balance thrown into the mix.
    This isn't...still. But will be soon enough unless people show the dev team they don't want FFXI again...because when Eorzea become a HD expansion of FFXI it will be already too late to complain.

    And yep, it will...sooner or ater both games will be similar enough to receive a merging and that's what wiill happen...because isn't just FFXIV that is changing...FFXI is too...they are going to revamp every job of FFXI (it is official...just check POL for info). They both are changing, moving in the opposite direction so they can merge in an intermediate state somewhere in the future.
    (1)
    Last edited by Lienn; 08-03-2011 at 12:49 PM.

  2. #32
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    Mar 2011
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    4,948
    I would like auto-attack for Thaumaturge and Conjurer removed. I hate it when my auto-attacks wake up the enemy I just put it sleep!
    I would not like this removed, but I would like it toggleable.

    PLEASE DO NOT REMOVE AUTO ATTACK for mages, but rather make it possible to turn it off / cast spells without engaging. When I play solo, the mob is going to be close to me, and I like to use shields and attacks as much as spells. I don't want this to no longer be possible.
    (0)

  3. #33
    Player
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,244
    Quote Originally Posted by Lienn View Post
    This isn't...still. But will be soon enough unless people show the dev team they don't want FFXI again...because when Eorzea become a HD expansion of FFXI it will be already too late to complain.

    And yep, it will...sooner or ater both games will be similar enough to receive a merging and that's what wiill happen...because isn't just FFXIV that is changing...FFXI is too...they are going to revamp every job of FFXI (it is official...just check POL for info). They both are changing, moving in the opposite direction so they can merge in an intermediate state somewhere in the future.
    Lol in no way shape or form will they ever merge and in no way other than like I mentioned before the very raw basics is the game play going to take after FFXI, It hasn't yet and it shows 0 signs of doing so, if anything it is going in the complete opposite direction of FFXI. (I play both so I not just spewing forth false information, Darrgoth on Asura) I do understand some of the things in FFXI that is changing that make you say that but they already said the two games are totally different and will remain so, both are getting new content etc.. Have you read the revamps on all the jobs in FFXI? All they are practically doing is buffing all classes and giving them new abilities it's the same thing they have done several times already yet they are putting a fancy name with the process now.

    I respect peoples opinions but you are speaking blasphemous words and things that make no sense. Some of the better qualities of FFXI might shed some light on FFXIV where needed but the two will never be one in any way.
    (2)

  4. #34
    Player
    Tezz_Xivectro's Avatar
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    Mar 2011
    Location
    Ul'dah
    Posts
    594
    Character
    Tezz Xivectro
    World
    Hyperion
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Bayohne View Post
    We have picked up a few of the concerns that sprung up since patch 1.18 and auto-attacked Matsui with them. (See what we did there? Auto-attacked? Haha!)



    Keeping in mind that we’ll be adding various new elements to auto-attack (such as haste and double attack), we have no plans of making significant changes to the basics of auto-attack, including the speed of attacks.


    We would like to adjust TP accumulation while considering attack intervals and the balance between classes. Under the previous system, battles often began with the action gauge nearly full, so we understand that this may be why the beginnings of battles may seem slow now.

    We would like to improve the pace of battles by mixing in actions that don’t expend TP as the classes are further developed.
    One subtle element being the revamp of stats i assume? You may also think about tying stats into TP accumulation & think about a type of "Store TP" trait.
    (such as higher tiers of INT/PIE for mages accumulates higher TP, or STR/DEX for melee)
    Would love to hear your thoughts on something like this.

    I'm not saying "do ONLY this!", but would be interested in knowing the types of things they have in mind for the stat reworking.
    Battles seem slow now, but this revamp could have us killing monsters quicker if it works out good along with Materia.
    (0)

  5. #35
    Player
    wind's Avatar
    Join Date
    Mar 2011
    Location
    Limsa - Balmung
    Posts
    145
    Character
    Wind Oni
    World
    Balmung
    Main Class
    Gladiator Lv 50
    in regards to those asking for archer AA, it worked for years in XI without them having AA.. simple /ra <t> macro lol. Honestly it doesnt feel like a big deal playing an Archer and not having AA, its still an incredibly strong class


    granted this post my trigger "this isnt XI", "we dont want XI" etc etc, just saying its honestly not a huge burden currently not having it. Since September till now we haven't had it, and Archers survived and its not like our DPS has really taken a hit with 1.18.. we're still a crazy powerful class
    (0)
    Last edited by wind; 08-03-2011 at 07:48 PM.

  6. #36
    Player
    Sagagemini's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    282
    Character
    Saga Gemini
    World
    Excalibur
    Main Class
    Thaumaturge Lv 60
    I'm loving the new battle system and the changes to come.
    It's similar to FFXI, but not the same thing.

    I'm looking forward to 1.20, where we'll get jobs and the removal of the physical level.
    (0)

  7. #37
    Player
    Mudd's Avatar
    Join Date
    Apr 2011
    Location
    MIA
    Posts
    428
    Character
    Mudd Vader
    World
    Balmung
    Main Class
    Pugilist Lv 54
    But then how will I look cool standing around in town if I can't just take my weapon out for the sake of it; or walk up to someone else who has the same idea, unsheathe my weapon, and have an afk staring contest dual..

    I don't like this.

    In all seriousness though, I don't mind the active and passive modes, I actually like it that way but now that they have indeed done away with stamina, they should just add an "attack" button as everyone wants.
    (0)

  8. #38
    Player
    Roaran's Avatar
    Join Date
    Mar 2011
    Posts
    675
    Character
    Ajax Sol
    World
    Excalibur
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Xenor View Post
    ARC really needs auto attack. It's hard to manually attack every 4 seconds when you're using other abilities. This in effect increases the delay on your weapon. Other classes don't have this issue.
    I disagree, I'm having more fun on ARC than any other class right now.
    (1)

  9. #39
    Player
    BlaiseLallaise's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    545
    Character
    Blaise Lallaise
    World
    Sargatanas
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Lienn View Post
    Well, its such an unfortunate idea just bringing FFXI battle system here...it was a broken battle system that were mainly based into haste and multi-hit gear...and the answer already shown exactly this...and when i say they copied it from FFXI i have my posts removed... :/

    I hope you don't mind me not tossing you a "like" this time, Bay.
    I'll toss you a "like". I feel the same apprehension you do with the direction the battle system is going. Granted, I like the recent changes, but I also fear that it'll morph into something much like FFXI. I hope I'm wrong. I REALLY hope I'm wrong.
    (1)

  10. #40
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    Jun 2011
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    76
    Quote Originally Posted by Pale View Post
    auto-attack has presented a catch 22 in regards to the use of incapacitations as an opener attack. since auto attack will trigger upon proximity when a weapon is unsheathed and a mob is targeted, you cannot sneak up behind an enemy without great difficulty.

    in example: i frequently kill Doblyns, in which i use Trunksplitter II as my opening attack from the rear as an outer body incap. with patch 1.18 in affect, i now have to race my opening WS against the auto-attack, which will poke the mob, and cause them to turn around, thus making my fight more of a pain. so i am actually button mashing MORE as a result trying to navigate my action bar and smash my weapon skill before my strategy goes out the window. this is very, very frusterating.

    having my weapon put away will allow for me to target the mob and be in close proximity, which will buy me enough time to queue up my WS, however TP degeneration is AWFUL in passive mode and the initiation of attack is always a race against time... auto-attack just added more junk to juggle to make killing with strategy even more complicated.

    we need a way to toggle the initiation of auto-attack so it doesnt trigger upon proximity or targeting. also if any Devs read this a trait that slows the rate at which TP is lost would be AMAZING.
    You can always run behind the mob while you're fighting it. I use pounce mid-battle while soloing all the time. All you do is run past the mob behind it right after you basic attack and smash the WS before the mob has enough time to turn around. On the devs part, they could at least set a longer timer before TP starts to degenerate if players really want to open up with WS.
    (0)

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