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  1. #11
    Player
    Mugiawara's Avatar
    Join Date
    Jul 2014
    Posts
    1,460
    Character
    Yoku Dekimashita
    World
    Faerie
    Main Class
    Astrologian Lv 80
    Quote Originally Posted by Ulathskullsplitter View Post
    Because the original 3 seconds in beta was deemed too long. So we got 2.5 seconds.
    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
    (0)

  2. #12
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by dejavutwo View Post
    If that was the case with a 1.x GCD that was just poor skill cost balance.
    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.
    (1)
    Last edited by Felis; 07-11-2014 at 01:41 PM.

  3. #13
    Player
    Velox's Avatar
    Join Date
    Sep 2013
    Location
    Sharlayan
    Posts
    2,205
    Character
    Velo'a Nharoz
    World
    Mateus
    Main Class
    Scholar Lv 90
    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 ^_^
    (1)

  4. #14
    Player
    Ryans's Avatar
    Join Date
    Mar 2011
    Location
    Grid
    Posts
    853
    Character
    Ryans Tardis
    World
    Hyperion
    Main Class
    Gladiator Lv 53
    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.
    (2)

  5. #15
    Player
    hamsteak's Avatar
    Join Date
    Aug 2013
    Location
    The Moldy Ul'dahn Sewage System
    Posts
    366
    Character
    Hidden Dragon
    World
    Behemoth
    Main Class
    Pugilist Lv 60
    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
    (2)

  6. #16
    Player
    Gextiv's Avatar
    Join Date
    Jan 2014
    Posts
    318
    Character
    Ukaei Ukaei
    World
    Leviathan
    Main Class
    Gladiator Lv 52
    Probably to accommodate console players.

    Oh... how I wish Shield Bash weren't on a GCD.
    (1)
    PS3 limitations

  7. #17
    Player
    Elim's Avatar
    Join Date
    Sep 2013
    Posts
    1,852
    Character
    Elim Lovecraft
    World
    Faerie
    Main Class
    Gladiator Lv 50
    PS3 limitations
    (1)

  8. #18
    Player
    Enkidoh's Avatar
    Join Date
    Dec 2012
    Location
    Ala Mhigo
    Posts
    8,263
    Character
    Enkidoh Roux
    World
    Balmung
    Main Class
    Paladin Lv 90
    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.
    (0)
    Last edited by Enkidoh; 07-11-2014 at 03:40 PM.

  9. #19
    Player
    MartaDemireux's Avatar
    Join Date
    Mar 2011
    Posts
    1,044
    Character
    Hiraeth Petrichor
    World
    Excalibur
    Main Class
    White Mage Lv 90
    I believe Yoshi said at one point it was to put keyboard and controller players on a relatively level playing-field.
    (0)

  10. #20
    Player
    Deli's Avatar
    Join Date
    Mar 2011
    Location
    Windurst!
    Posts
    1,339
    Character
    Deli Denkryst
    World
    Excalibur
    Main Class
    Goldsmith Lv 70
    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
    (0)

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