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  1. #1
    Player
    Jaykos's Avatar
    Join Date
    Nov 2013
    Posts
    216
    Character
    Jaykos Molkot
    World
    Tonberry
    Main Class
    Conjurer Lv 71

    Question for devs about channeled abilities

    Simply put are channelled abilities possible in this game? At the moment there are none and with the way dots work ie global server 3 second tick time are they even possible?

    Introducing them for certain classes would deepen the combat system and help make new classes different from the existing ones.

    Example of a channelled ability from another mmo

    https://www.youtube.com/watch?v=N-A9Eku23hY

    Another example of a single target ability that can heal or damage depending on what it is casted on

    https://www.youtube.com/watch?v=x4ld3p9CFC8
    (0)

  2. #2
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Jaykos View Post
    Simply put are channelled abilities possible in this game? At the moment there are none and with the way dots work ie global server 3 second tick time are they even possible?

    Introducing them for certain classes would deepen the combat system and help make new classes different from the existing ones.

    Example of a channelled ability from another mmo

    https://www.youtube.com/watch?v=N-A9Eku23hY

    Another example of a single target ability that can heal or damage depending on what it is casted on

    https://www.youtube.com/watch?v=x4ld3p9CFC8
    I'm thinking it is possible, but combat design would probably have to change a bit to accomodate it. Right now most fights require immediate movement because of mechanics that target ranged, which would create problems to damage output. Channeled abilities are few and far in between, though, and that should be kept in mind if given to current and future jobs in the game.
    (0)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)