actually as a pug i have options on my opening attack because i will either start with heavy for one turn then flurry afterwards or pummel out the gate. neither is my default attack so that would not be auto attack at all.Then I assume that you would be using Pummel? Either way, you should be able to choose your default attack, yet still have access to your other attacks IMO. It would just automatically use your default attack until you select a different attack or you choose to use a TP attack. Really most combat elements would remain the same, the only real difference would be whichever attack you are using as your primary TP generating attack you won't need to mash a button in order to gain TP with it.
http://crystalknights.guildwork.com/
Actually before the servers went offline I used BR a few times because I actually wanted to learn how it works. At first I thought it was too confusing but having gotten used to it I learned how helpful it can be. We were almost one-shotting efts with one BR while they normally take over a min to kill.
I do agree that it needs to be reworked a bit though, but overall the concept seems a lot more effective than skill chains.
I'm on the fence with this, my LS uses BR's a lot for NM's which is very helpful and great way to work it.
The old Skill chain system was very solid though, I am willing to give SE the benefit of the doubt... on one condition.
They release a very in depth map/key/guide for BR's. I have the feeling we are barely scratching the surface for the potential of the system, thus would like it is SE released as much information (with out spoiling to much) to help us all learn this interesting system they decided on.
Also make it easier to work with in the (real time) fighting, setting set abilities like ATK boost, ACC boost that would be paired with a WS to be "set aside" so we can continue the battle while the rest are getting their BR in place.
Example: I use Cadence, Keen Flurry, Ferocity, Riot Blade. for my BR
Now instead of limiting me to waiting, can set those abilities aside, then allow me to use only my normal attacks while the rest are getting their BR in place to be set off. As for the stamina used for those abilities, can take them when the abilities are use to be set aside for the BR.
This would help keep the pace of the battle allowing players to focus more on what they are doing, with out rushing to get the BR off in time to not hurt the DPS. Make the system slightly more user friendly.
Once you get more melee combat jobs leveled I seriously doubt you will be using up 3 slots for your basic attacks. I only ever use just one. I use the low stamina one mostly, unless the higher stamina requirement attacks are more accurate or enfeeble the target in some way; but even then that is just for NMs and very high level mobs. (with the exception of GLA, their basic attack misses horribly) Your basic attacks you are using now will be replaced with skull sunder 2 and trammel eventually both use very little stamina and only 500TP and do at least double damage to your prey.
So I think a lot of what people are saying might become moot. Se is reworking a lot of battle mechanics and BR's will have to be changed to accompany those changes. I personally liked the BR system but found in a huge group it was hard to gauge what to do and manage people going in and out of the BR. I am talking 10+ people on an nm.
Now in a part of say 3-5 on efts its a great tool to make grinding more enjoyable and actually see what is going on each individual weapon skill. However in groups that small or large two things happen which hinders the players, and its a valid point. People get locked in an unable to do anything else. Me being a conj my issue is if I am qeueing an attack and the nm does a ws I cannot cure bc I have to wait for the br to close and go off which could be 3 seconds or 10+ depending on the people im with. This then forces us in an ally to designate who is nuking and who is curing but sometimes that is not enough and people die. Making the system counter intuitive to a fun experience.
The next problem I have encountered with the current br system in a small to mid sized party is length of battle per mob. Most mobs that are good for exp/sp die within 30 seconds of engagement, making using a br virtually useless and unnecessary. There are some mobs that are the exception like efts, eyes, and skeletons from my experience that have more hp and a br helps to drastically reduce kill times for a fair amount of exp/sp. I think to help alleviate this some mobs need either higher def, magic def, or more hp to allow us to make using br's worthwhile.
As I know we being fantasy MMO players the next thing that needs to be looked at about the BR system is the effects side of things. When you and your party go and combo these attacks and burst either a weapon skill or magic at the end the effect should be magnified to give the player the sense of power for doing a power ful string of attacks. being a conj and closing br's on efts I was like ok cool I just did 2k dmg but that's it. If my Thunder II just hit for 2k I would like my animation to be amazing and something to happen after to really drive the fact we one hotted 75% health on a eft.
I love the constructive criticisms players are posting and I am for the most part in agreement with the base arguments. my hopes are that SE goes back to its roots and makes our special abilities and higher tier spells not only potent but amazing to be hold when used properly.
i have quite a few leveled(30+) and i will keep those 3 on my top bar because they server different purposes.Once you get more melee combat jobs leveled I seriously doubt you will be using up 3 slots for your basic attacks. I only ever use just one. I use the low stamina one mostly, unless the higher stamina requirement attacks are more accurate or enfeeble the target in some way; but even then that is just for NMs and very high level mobs. (with the exception of GLA, their basic attack misses horribly) Your basic attacks you are using now will be replaced with skull sunder 2 and trammel eventually both use very little stamina and only 500TP and do at least double damage to your prey.
http://crystalknights.guildwork.com/
I'd like to point out that the difference in difficulty between BR and SC is extremely negligible assuming your actually paying attention to the game. In both scenarios it's as simple as pushing one button (Don't tell me you never used macros in XI). Yes in BR you don't have to push the button immediately when the previous person did however the more members in the group you have the worse your making your combat situation as everyone in the BR is locked until you complete the BR which could turn out much worse then that messed up SC in XI where everyone else can continue to go about their normal business (Obviously their are some scenarios in XI where messing up a SC is going to lead to death I'm just pointing out that nether takes much "skill" IMO).
I'm not saying BR is the greatest thing ever and shouldn't be changed and I'm also not saying I want SC. BR should be changed in some way (especially in the effects category) to appease both sides.
Even if they enable auto attack, I am sure you will be able to use your other basic attacks too. I cannot see them removing them. You do make me curious to try all of the PUG basic attacks again, I have them all but other than the stamina cost, a minor amount of TP return, and accuracy I hadn't noticed that big of a difference. But that is probably my ignorance as I am more of a jack of all trades than an expert in anything other than ARC.
I'm with the pro BR ppl on this, it could use some fine tuning, but does offer a bit more freedom in terms of weakening an enemy. I've used Battle Regimens in small crab parties, and have seen these "too tough to grind on" mobs die in seconds just from landing a defense down debuff, followed by a strong ws like Doomspike. The people who are hating them, look at your complaints, your whining that BRs aren't flashy, and they aren't cool. These ARE NOT valid reasons to hate them as they do work, and their low points can be refined and improved upon. All you're showing is how much of a superficial, and pathetically shallow human being you are. If you actually have a LEGITIMATE reason why Battle Regimens should be removed from the game, I will be happy to listen to your arguments with an open mind.
Last edited by Vanguard319; 03-24-2011 at 03:21 PM.
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