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  1. #1
    Player
    HakuroDK's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    2,052
    Character
    Kinnison Cooke
    World
    Malboro
    Main Class
    Gunbreaker Lv 90

    3.0: Elemental Weakness/Resistance?

    So obviously, from 1.X to 2.X, elemental weaknesses and resistances were thrown completely out the window in favor of "easier gameplay".

    Now that the game has a healthy amount of players and will continue to have a healthy amount of players by the time 3.0 comes out, can we bring those back with the new expansion? Just seems kinda weird for Fire spells to damage enemies like Ifrit and Fire Sprites, or Thunder spells to damage Ramuh and Lightning Sprites.

    I'm pretty sure most people wanting to play BLM, at least at first, did so with the intent of being able to exploit elemental weaknesses.
    (37)

  2. #2
    Player
    Mardel's Avatar
    Join Date
    Sep 2011
    Location
    Gridania
    Posts
    763
    Character
    Eru Meru
    World
    Gilgamesh
    Main Class
    Pugilist Lv 55
    I doubt this will happen because of how blm fire/ice works. Bring blm to ifrit once he resists fire? They already said they won't have them since it would cause jobs to be excluded.
    (14)
    If whatever you're shooting doesn't die after you pump 8, 32 caliber, slugs into it, it's probably a dragon.

  3. #3
    Player
    Tupsi's Avatar
    Join Date
    Feb 2012
    Posts
    3,149
    Character
    Odsarzol Que
    World
    Balmung
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Mardel View Post
    They already said they won't have them since it would cause jobs to be excluded.
    Yeah, kind of like how this already happened regardless of that "preventative measure."
    (5)

  4. #4
    Player
    Mardel's Avatar
    Join Date
    Sep 2011
    Location
    Gridania
    Posts
    763
    Character
    Eru Meru
    World
    Gilgamesh
    Main Class
    Pugilist Lv 55
    Quote Originally Posted by Tupsi View Post
    Yeah, kind of like how this already happened regardless of that "preventative measure."
    Even so, this would mean blm has to be completely remade. They won't "waste" the development time to do this when it is "broken". Even if jobs are excluded now it would only be worse with elemental resistances.
    (5)
    If whatever you're shooting doesn't die after you pump 8, 32 caliber, slugs into it, it's probably a dragon.

  5. #5
    Player
    Atomnium's Avatar
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    Mar 2011
    Posts
    331
    Character
    Flare Oskopnir
    World
    Ragnarok
    Main Class
    Arcanist Lv 50
    Liking your idea a lot, ffxiv is probably the only final fantasy to break the elemental wheel from past ff series, the only problem would be to balance it with current blm gameplay... Which could be possible but only at 3.0, let's imagine a different rotation for differents situations and adding wind/water in the said rotations to counter a possible resist, it could lead to something cool and the blm job would look more challenging.
    (3)

  6. #6
    Player
    SirTaint's Avatar
    Join Date
    Oct 2013
    Posts
    1,088
    Character
    Sir Taint
    World
    Behemoth
    Main Class
    Alchemist Lv 50
    I don't have a reference but I believe they spoke about tweaking the battle systems for 3.0.

    At some point they have to add more diversity, 14 has an incredibly bland system for gear.
    (9)

  7. #7
    Player
    Keyln's Avatar
    Join Date
    Mar 2011
    Posts
    307
    Character
    Samantha Smith
    World
    Excalibur
    Main Class
    Pugilist Lv 80
    Quote Originally Posted by SirTaint View Post
    I don't have a reference but I believe they spoke about tweaking the battle systems for 3.0.

    At some point they have to add more diversity, 14 has an incredibly bland system for gear.
    I just hope we don't get into gear bloat like in XI...
    (1)

  8. #8
    Player
    Giantbane's Avatar
    Join Date
    Aug 2013
    Posts
    1,534
    Character
    Adol Giantbane
    World
    Ultros
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by SirTaint View Post
    I don't have a reference but I believe they spoke about tweaking the battle systems for 3.0.

    At some point they have to add more diversity, 14 has an incredibly bland system for gear.
    The astral/umbral cycle is far more interesting than the previous version of "spam ice at ifrit" system that we're talking about here.

    Elemental resistances in this sort of game is bad because there's really no point. There's no skill in just using whatever nuke the current monster is resistant to, the *only* time this gets interesting is if you have changing vulnerabilities, but that's not something you're going to just stick on every boss.

    While it may seem bland from a lore standpoint, from a gameplay standpoint it's really much, much better to ditch the elemental resistances as part of the base skill set.
    (9)

  9. #9
    Player
    Lemuria's Avatar
    Join Date
    Apr 2011
    Posts
    1,769
    Character
    Lemuria Glitterhands
    World
    Ragnarok
    Main Class
    Conjurer Lv 100
    Quote Originally Posted by Giantbane View Post
    The astral/umbral cycle is far more interesting than the previous version of "spam ice at ifrit" system that we're talking about here.
    It really isn't though. It just becomes "Spam fire at Ifrit" instead. Toss in a Blizzard spell to regen MP and then its back to fireballs again.

    The beauty of having elemental vulnerabilities is that each enemy becomes its own encounter. Instead of spamming the same boring combination attacks. Every. Single. Time. On. Every. Single. Mob. you can actually be smart about it and mix things up during combat. Some of the BEST fights in FFXI were due to elemental resistance or weakness, or using the right skills to defeat the opponent.

    And that's what this game is REALLY missing. Each fight needs to feel different, but they don't. Random mob runs up, you hit it with the same tired combo you've used on EVERY mob til now. Doesn't matter if you're a Paladin, or a White Mage, a Black Mage or a Summoner. Every single job does the same thing they've always done on every single opponent. Booooring.

    Bosses mix things up only in how you dodge their attacks. How you assault them makes no difference in the long run, with the few minor exceptions being mob that shouldn't be attacked at all. Elemental weaknesses might not be the ultimate cure for this monotony, but it would sure go a long way to livening up battles.
    Quote Originally Posted by Sapphic View Post
    No weaknesses and strengths, use your full arsenal of abilities which is a much better system than being limited on what you can use depending on the fight.
    Except, you're still limited. Black Mage is limited by their game mechanics, so they basically use Fireballs for Astral, regen MP with Umbral. It's so robotic, I daresay it couldn't be much more limiting. Summoner is basically limited to Garuda, since both Ifrit and Titan suck for any real content. Monk is HIGHLY limited, with most of their skills unusable until they're in the correct stance, so it follows a very predictable pattern. Would you like more examples?

    The point is the game shoehorns everyone into neat little cubicles so that everyone plays like everyone else. Those who don't will invariably suck at their job. Every job has a rotation, whether it's Dragoon, Bard, Black Mage or Warrior. So every job is 'limited' in the sense that everyone has to play the same way, or fail at their job.
    (3)
    Last edited by Lemuria; 10-11-2014 at 06:55 AM. Reason: 1000 char

  10. #10
    Player
    Giantbane's Avatar
    Join Date
    Aug 2013
    Posts
    1,534
    Character
    Adol Giantbane
    World
    Ultros
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by Lemuria View Post
    And that's what this game is REALLY missing. Each fight needs to feel different, but they don't.
    Spam fire nuke vs. spam ice nuke does not make it more interesting. It's still just spamming one nuke, it's much better to just simplify the thing into a single generic "nuke" button, because that's all you're doing anyway.

    It only gets interesting if the fire/ice/whatever spells are different in nature, but that doesn't work well in an MMO. With an MMO you want some semblance of balance between the classes to reduce the number of times where you only want to bring X class to content or never bring Y class to another set of content. Too much work to make that work with however many different elemental types. You're better to dedicate that design effort to coming up with new jobs with their own rotations and usage instead of trying to give 3-4 separate, interesting and balanced rotations to the BLM just so they can cast different color spells against different enemies.
    (2)

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