If you went into the game thinking this, then you've been completely divorced from MMO mechanics for the last decade.
Elemental Weaknesses don't work in MMOs, or any game where balance between classes matters even a little bit hth.
This will result in people excluding certain classes and will make the Duty Finder a big risk factor when it comes to clearing content. A example would be: BLM joins Duty Finder and gets Ifrit this will make the BLM useless to the group and force the other 7 players to play with someone who will do almost no damage.
Another thing is, this will force players to level other classes/jobs so they can experience certain contents. I love leveling all my classes, but some players prefer only leveling one or two classes. It would not be fair towards them to force them to spend alot of time leveling other classes. Freedom of choice is one of the things that every mmorpg has, making certain classes useless for dungeons/trail will only scare away players from this game.
Weakness to elementals or absorption of elemental spells would work in single player games, because your not playing with others, but in a mmorpg, I find this a bad idea.
Last edited by Laerune; 10-14-2014 at 08:15 PM.



Thats already happening, have you never heard of "BLM burn strategy" or leavers in DF just after joining?
Almost no damage? Playing with fear to argument is a bad way! You do not know how they may implement it, there are way too many possibilities!
One way as example is to give the player resistances and not the boss, at least the players have more choises then and can prepare for bossfights.
Other way is to not make bosses immune to elements but even then there is not a single job or class with just "one" element, seriously does it really hurt that much "not" to use "one" element in your rotation?
Edit: Furthermore, it allows new classes/jobs with supporting abilities who can negate elemtal resistance as we seen in older FF games.
Last edited by Yukiko; 10-14-2014 at 09:16 PM.


Other way is to not make bosses immune to elements but even then there is not a single job or class with just "one" element, seriously does it really hurt that much "not" to use "one" element in your rotation?
Edit: Furthermore, it allows new classes/jobs with supporting abilities who can negate elemtal resistance as we seen in older FF games.
Yes it does hurt to not use one element in your rotation. Fire > Fire > Fire > PROC (Fire 3) ~ you get the idea.... so let's leave fire out of my rotation for this ifrit... oh wait.
If they assign elements to melee attacks then it will mess up the entire game and require a full overhaul of every job. Elements aren't going to come back in terms of boss weakness any time soon. IF it did it would be "fake" elemental damage. Something akin to how blm handles fire now or how "Fist of Fire" gives attack bonus (not fire elemental bonus).
The supporters of elemental damage need to understand that SE is not going to go back and re-develop something that isn't broken. As a modder I understand this, making one change to a job takes a lot of re-work/re-balance; which is not worth doing in this situation. They don't need elemental damage to exist, they can simply make the lore say something like: "Manipulate the mana to take the shape of _____."
Last edited by Mardel; 10-14-2014 at 11:29 PM.
If whatever you're shooting doesn't die after you pump 8, 32 caliber, slugs into it, it's probably a dragon.

Last edited by Amberion; 10-14-2014 at 11:39 PM.


They already said they won't make a class that uses items, but if you mean by just new useful items outside main-stat pots they would still have to make them better than the straight main stat increase.
On a job related note if they made a Chemist class it would merely have names that sounds like it utilizes items, but really wouldn't. Like "Ether Shot"
If whatever you're shooting doesn't die after you pump 8, 32 caliber, slugs into it, it's probably a dragon.



That has got nothing to do with what he said. He was pointing out that with how the game is currently balanced and with the current jobs/classes mechanics, asking for elemental weaknesses to be taken into consideration would require an overhaul of quite a few game mechanics. The damage system isn't broken by any stretch of the imagination so an overhaul like this is less than likely going to happen.
Another huge issue with that is that certain jobs would have been heavily disadvantaged (Black Mage, the more obvious one) and other not at all( Summoner whose majority of their damage is Unaspected).I remember when they took these away from us, it was a 'wonderful' surprise on the beta forums. Yoshida wrote a long post about why, and balancing, etc..mostly said, iirc, to prevent class stacking that was a big issue in 1.0.
However, I would have preferred if they kept it but figured out an alternative way to prevent class stacking. Meh, people are gonna do it anyway..and they do. Folks denying it I guess forgot about the WP spamming with 'blm only' and then we had the Brayflox spamming with "BLM, BRD" only. But hey...what do I know?
Last edited by Dwill; 10-15-2014 at 03:26 AM.



I remember when they took these away from us, it was a 'wonderful' surprise on the beta forums. Yoshida wrote a long post about why, and balancing, etc..mostly said, iirc, to prevent class stacking that was a big issue in 1.0.
However, I would have preferred if they kept it but figured out an alternative way to prevent class stacking. Meh, people are gonna do it anyway..and they do. Folks denying it I guess forgot about the WP spamming with 'blm only' and then we had the Brayflox spamming with "BLM, BRD" only. But hey...what do I know?![]()
"Just use your highest spell."
"Go EXP/Merit in Halvung."
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