


Players are already restricted by worse things than the elemental wheel or killer effects, heavily mechanic driven battles (experienced only), lockouts, ilvl (speedflox ivil95+) and in some cases melee over ranged or ranged over melee, i don't really think killer effects would be balance breaking in terms of pty making.



Can't return to XIV if it was never in XIV before (I think OP mean put in instead of return).
Even Tanaka abandoned this feature.
What need to return are gears with no requirement, but with favored classes and optimal minimum level. So DoM classes can also wear cool body gears, even if the stats get nerfed.
Last edited by Felis; 08-10-2014 at 05:49 PM.


I'm not sure what's funnier, the thought of adding killer traits to this game, or the belief that they were any good in FFXI.
Killer traits have one major flaw. You have to be the target of the monster to be affected. We have two tank jobs in the entire game. We have warrior, who in classic FFXI never got ANY killer traits at all, and Paladin which got Undead Killer. Guess how many undead we fight at level 50?
So, we could give Dragoon Dragon Killer traits, but what use would it be? Unless the Dragoon is tanking, it'll never kick in. On the occasions the Dragoon pulls hate, it'll kick in very occasionally. It's not a game changer, and not really worth their time implementing.
Pretty much this. Killer traits rarely activated in FFXI, it was just fluff for the most part.
Another thing about the elemental wheel in FFXI: it never gave bonus damage in FFXI. Technically, monsters didn't have elemental weaknesses in FFXI; what they had was elemental resistances.
People like to take potshots at Yoshi-P and go "it's too stressful" but the elemental wheel in FFXI was never interesting in the first place. The only thing it did was decide which spell you spammed during a fight, it never actually changed the way you played. Even claims of "diversity" are pretty weak when people just merited the same spells anyway because they were the strongest elements.
Black Mage in FFXIV could use some more variety in their rotations, but I'd some real tactical diferences in fights not a shallow elemental wheel like in FFXI.

Goes to show how long you played XI. The lvl CAP I played to was 75. Also there was this one special, secret ability, hidden on your ability list called...[variable] circle...that did this magical thing of giving the buff to the party for about 10 or 15 seconds.I'm not sure what's funnier, the thought of adding killer traits to this game, or the belief that they were any good in FFXI.
Killer traits have one major flaw. You have to be the target of the monster to be affected. We have two tank jobs in the entire game. We have warrior, who in classic FFXI never got ANY killer traits at all, and Paladin which got Undead Killer. Guess how many undead we fight at level 50?
So, we could give Dragoon Dragon Killer traits, but what use would it be? Unless the Dragoon is tanking, it'll never kick in. On the occasions the Dragoon pulls hate, it'll kick in very occasionally. It's not a game changer, and not really worth their time implementing.


I actually have a level 99 Scholar, White Mage, Black Mage and Thief on Siren server, but I'll concede that they might have made changes I was unaware of.
Either way, it kicked in so infrequently that it was never something that anyone relied on. And I can count on one hand the number of times I actually saw anyone using their 'Circle' abilities in a party. It was none. Not even versus Abyssea mobs or voidwatch.
Actually, you had to be high on the hate list rather than nearly non-existent. Dragoons had the problem of intimidating themselves or being intimidated by their Wyvern when they wore Crimson armor because of it giving you Dragon Affinity basically, so it's not targeted, just have to be in it's presence. Being targeted gave a higher chance.
Not sure when you last played..but they've done so many adjustments to it and the circle effects it's hard to say they were useless.
Last edited by Tupsi; 08-12-2014 at 06:26 AM.

lol I remember crimson armor, that always made me lolActually, you had to be high on the hate list rather than nearly non-existent. Dragoons had the problem of intidmating themselves or being intimidated by their Wyvern when they wore Crimson armor because of it giving you Dragon Affinity basically, so it's not targeted, just have to be in it's presence. Being targeted gave a higher chance.
Not sure when you last played..but they've done so many adjustments to it and the circle effects it's hard to say they were useless.
|
|
![]() |
![]() |
![]() |
|
|
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.

Reply With Quote


