By simple, I'm referring to the rotations. 1-2-3-A-B-C,repeat + weave other stuff in if possible. Fast paced, little time to think before GCD is ready for the next ability.
XI was simple as well. Buffs (if applicable to the job), Auto attack -> WS (preferably to skillchain with others) or cast strongest spell of the enemy mob's weakness. + Depending on skillchain, cast specific element for magic burst damage. Slow paced, time to decide best course of action regarding skills and magic.
Both of them are, in a word: Simple. (And yes, that was very abbreviated and didn't detail every single mechanic of either).
I'm very well aware of how XIV:ARR works, and how XI works. The "complexity" of XI is more along the strategies involved in gameplay and ability use, not the battle mechanics themselves. In the end neither XI, XIV 1.XX, nor XIV:ARR are very "complex". XI and 1.XX had more complicated mechanics such as elemental attributes that actually mattered, for instance. And XI had skills and spells up up the wazoo which gave a more complicated feel, if only because of choice (trust me, I mained Red Mage). Whereas ARR has more of a scripted approach (as you said) and are almost required to dodge. The current jobs in ARR, however, feel even more simple than the auto attacking-weapon skilling of XI.
Why not have a DPS job that works at least somewhat differently that what we have already? Not asking for anything like SMN, PUP, or BST from XI. Nor for Red Mage as it was in XI with it's insane list of spells; All of those would need a ton of editing, and the pet jobs would probably end up as Summoner did in ARR (small pet, player character does most of the work and damage) in order to work in ARR's battle system.
I'm not saying we should have the elemental attributes or anything of the like that we currently don't have or need (elements, skillchains, etc. would likely break the game as it stands). Nor am I saying the battle system should slow down in any way. But do we need to stick to rotations for all new jobs? Will tanks and DPS be forever locked to the same rotations as the level cap eventually gets raised? Can we get something more out of the system for another job fitting within the 3 roles we have?
Perhaps we can, Ninja might be the first job that shows "complexity" in comparison to say DRG and MNK. They said it will have mudras, right? Let's see how they work and how it pans out. ARR's mechanics definitely don't work for the auto-attacking being a main source of damage output, which is why we have rotations for skills. It's unavoidable to have skills being our main source of damage output. How will mudras change the gameplay style (if they do)? Maybe Ninja won't have a set 1-2-3-A-B-C repeat rotation like DRG and MNK that dictates the amount of potency an attack has (or for monk's case positional + being unable to use skills outside of a stance). Maybe it will have multiple stance you set manually or by using specific mudras? Or perhaps they found another way to change it up. It would be a welcome change for some, and perhaps a big turn off for others.
In the end: We don't want anything overly complex. Merely, I'm saying perhaps something to change it up a bit.
And you updated while I was typing =p
Just saying: rotation + amount of buttons available =/= complexity. FFXI had multiple jobs that weren't just sit and wait for TP and had reactionary gameplay rather than static. It offers the same complexity as ARR, but in different ways.
Thief: Sneak Attack Trick Attack. Position mattered in order to help the tank hold hate.
Dancer (my other main job): Steps use a small amount of TP to place a debuff, regain TP with reverse flourish from the stacks steps gave. Also healing with TP, party endrain/enaspir/enhaste buff depending on situation, etc.
Blue Mage: Wide variety of spells ranging from buffs to heals to attacks to debuffs.
Ranger: Range you shoot your bow/gun/crossbow from actually effected how much damage you do. Knowing when a good time to use barrage and other skills was, etc.
Corsair: Roll dice for effects.
Ninja: Proper use and timing of Utsusemi Ichi and Ni so you don't die (because Ninja tank) and use of other Ninjutsu for specific types of debuffs.
Scholar: Flipping between black and white magic stances when necessary (yes, in party situations as well).
I daresay there could be more complexity in XI than there is in ARR.



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