jesus friggin christ. thank god that was dimmied down.
tbh when i get in the grove as a pgl/mnk i just wanna keep going but the GCD is a setback ...
i still spam my buttons anyone coz im waitinf for the CD to go off. XD
Oh, in 1.x was no GCD. Every skill had it's own CD. Between some seconds to 15 minutes.
You started the battle with 0 TP and each hit gave you around 100 TP (max TP was 3000). That mean that at the beginning of a battle you fought with only auto-attack until the TP was high enough to start with some weapon skills. Then with auto-attack again until TP was high enough again.
But in return only the first skill in a combo chain used TP.
Last edited by Felis; 07-11-2014 at 01:41 PM.
Because the Papa Bear said 2.6 was too much
And the Mama Bear said 2.4 was too little
But Baby Bear said 2.5 was juuuusst right ^_^
I still prefer the combat system from 1.23. It was a lot more strategic because you could get 3000 TP and use three combos (9 weaponskills) in a row for burst damage or a combo every 1000 TP for more sustained damage. It also had the added element of missing out on a lot of potential damage if you some how didn't get to use your 2nd or 3rd weaponskill in the combo because you couldn't just start the combo over without spending another 1000 TP.
Lots of good things about ARR, but lots of good things lost from 1.23.
so controller players aren't as gimped i guess? it was argued a lot during beta, but i recall yoshi or some dev saying it "gave you time to think about what to use" or something
make of that what you will
Probably to accommodate console players.
Oh... how I wish Shield Bash weren't on a GCD.
PS3 limitations
PS3 limitations
This was argued to death on the Alpha and Beta forums. It's not changing - Yoshi made that clear back then. I actually quite like the system - it's not the snore fest that FFXI and 1.0's sloooow systems were - here you have to be on your toes or else things could turn out pretty badly.
And if it's such a bad thing, an analogy to use would be to juxtapose it with the old ATB system from earlier FF games pre FFX. It's pretty much the same thing - having to wait for a timer to cooldown before you can enter commands. This isn't a button-mashing action game, it's an RPG. Management of time has always been a part of that.
Last edited by Enkidoh; 07-11-2014 at 03:40 PM.
I believe Yoshi said at one point it was to put keyboard and controller players on a relatively level playing-field.
I think that's pretty much what ppl said above that 2.5 seconds won't let players pressing buttons too much while it's not that slow.
one more thing I think can be contributed to the 2.5s GCD is one point from dev team's interview @ 1.0 to 2.0 period. There was one thing they brought up about the graphic quality and game setting. A pretty game like FF14, dev team dont want players kill mobs too fast. if players killed mobs too fast that means they need to make more mobs on the field. So, the dev teams default setting in their mind is 15-30 seconds a mob. From there, they setup the dmg per second on combo damage or AoE damage. If you are in dungeon, you can feel roughly each group of 3 mobs takes you 1 mins to kill them and run to next bunch... I know that cus my divine seal will always ready from batch to batch![]()
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.