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  1. #1
    Player
    Malakhim's Avatar
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    Mar 2011
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    Limsa Lominsa
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    1,545
    Character
    Eisen Marduk
    World
    Hyperion
    Main Class
    Pugilist Lv 60

    [Suggestion] The Battle Regimen

    The forum just opened today, and already we're starting to see a bunch of interesting ideas on a wide variety of topics, however I feel that the posting of threads is getting out of hand, and that a central thread with all ideas on a single topic might be an easier read for the devs.

    Therefore I'd like to start a thread(ironic) that I would hope to include all ideas for a single topic, in this case the battle regimen.

    So I'm asking all of you if any future ideas for said battle regimens could be posted here as well. Thanks a bunch, gang. I'll go ahead and start linking the relevant threads that are currently out there.

    Battle Regimen: creating tactics in battle - ChiefCurrahee

    Turning regimens into Combination Attacks (as in Chrono Trigger) - Catharsis

    Battle Regimen Suggestion - edgar131

    Change the Battle Regimen - Bring Back SKILL CHAINS from FF XI or Active Combos - Kiara

    Bring back skillchains/magic bursts - Abriael

    I guess I'll go first:

    First and foremost, I love the concept behind BR. I love being able to coordinate them on the fly with party members to screw with the enemy. I love that they're relatively seamless and easy to perform mostly due to their "fire and forget" characteristic.

    That being said, I think we could do more here. For starters, I feel that a visual cue other than just a status effect icon under a mob's HP bar would help a lot in not only ensuring that everyone knows the regimen connected, but it would also serve to give that visual "pop" that people are looking for.

    I think a bit of a combo system not unlike FFX-2's system would be pretty nice for bonus DMG as well, and all hits in an attack within a BR would be counted. This would encourage people do go for the "big ticket" attacks when activating a battle regimen to be most effective, which would mean more opportunities for tactical decisions.

    How do you offset an almost inevitable abuse of this sort of system? Simple. Give everyone "battle regimen timers". That attack icon that appears next to the action bar that used to function as the BR activation icon? Once a player uses a battle regimen, have that bar "deplete" and prevent the use of BRs for awhile until it refills after varying time periods, thus allowing that character to perform another BR.
    (0)
    Last edited by Malakhim; 03-09-2011 at 05:48 AM.

  2. #2
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    Uldah
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    I personally enjoy the BR and the devastating effects it causes to enemies. I only wish it there was a tutorial in game that walks you through an example of a BR so that people actually know what it is. Otherwise, with the casual environment of this game, it is easily looked over and forgotten.
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  3. #3
    Player
    ChiefCurrahee's Avatar
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    Mar 2011
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    Character
    Chief Currahee
    World
    Balmung
    Main Class
    Lancer Lv 60
    even though it's linked I'll post it here as well (i want to see this in FFXIV)

    Battle Regimen: creating tactics in battle
    Battle regimens have SOOO much potential to be used in a tactical manner if only SE would borrow a few concepts from a few games. namely 3 FFXI (skills chains) Lord of the rings: Online (conjunctions) and Final Fantasy: Crystal Chronicles (Magic stacking)

    I propose a change to the way Battle regimens function. allow them to create a variety of effects that can benefit the party tactically.

    Currently BRs are used to create bonus damage to the enemy, What if we allow different skills, spells and abilities to create beneficial effects on the party as well?

    for instance:

    Allow battle regimens to augment stamina regeneration when certain skills are stacked.
    Think: Invigorate or Comrade in Arms + Second Wind = Hastega

    Allow battle regimens to create healing effects on the PT when certain spells or skills are stacked.
    Think: Cure + Protect= massive Regenga

    Allow Spells to be combined via battle regimen to create larger spells
    Blizzard + Blizzard = Blizzara (huge ice spells)
    or
    Poison + Water = acid rain (DoT + Def Down)

    So much fun can come out of a system like this. It could lend to class uniqueness and defiantly lead to tactics used in battle
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  4. #4
    Player
    Chrees's Avatar
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    Mar 2011
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    Gridania
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    674
    Character
    Chrees Byrjun
    World
    Sargatanas
    Main Class
    Sage Lv 100
    Quote Originally Posted by ChiefCurrahee View Post
    even though it's linked I'll post it here as well (i want to see this in FFXIV)

    Battle Regimen: creating tactics in battle
    Battle regimens have SOOO much potential to be used in a tactical manner if only SE would borrow a few concepts from a few games. namely 3 FFXI (skills chains) Lord of the rings: Online (conjunctions) and Final Fantasy: Crystal Chronicles (Magic stacking)

    I propose a change to the way Battle regimens function. allow them to create a variety of effects that can benefit the party tactically.

    Currently BRs are used to create bonus damage to the enemy, What if we allow different skills, spells and abilities to create beneficial effects on the party as well?

    for instance:

    Allow battle regimens to augment stamina regeneration when certain skills are stacked.
    Think: Invigorate or Comrade in Arms + Second Wind = Hastega

    Allow battle regimens to create healing effects on the PT when certain spells or skills are stacked.
    Think: Cure + Protect= massive Regenga

    Allow Spells to be combined via battle regimen to create larger spells
    Blizzard + Blizzard = Blizzara (huge ice spells)
    or
    Poison + Water = acid rain (DoT + Def Down)

    So much fun can come out of a system like this. It could lend to class uniqueness and defiantly lead to tactics used in battle
    Oh my goodness. I think I might need a new pair of pants now. A system like this would be incredible.

    My only question would be: how do you propose healing BRs work? Would you designate the BR target beforehand, and then have everyone cast their spells on that player, similar to how offensive BRs are used against the enemy?
    (0)

  5. #5
    Player
    ChiefCurrahee's Avatar
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    Mar 2011
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    Character
    Chief Currahee
    World
    Balmung
    Main Class
    Lancer Lv 60
    Quote Originally Posted by Chrees View Post
    Oh my goodness. I think I might need a new pair of pants now. A system like this would be incredible.

    My only question would be: how do you propose healing BRs work? Would you designate the BR target beforehand, and then have everyone cast their spells on that player, similar to how offensive BRs are used against the enemy?


    Im my head, I see much of the healing BR's being AOE in nature and thus not really having a target. Rather 2+ people start the BR with predetermined skills/spells/abilities for desired effect.
    Lets say AOE shell + Aoe Shell = AOE Reflect -dealing part of magic dmg done back to caster

    Or of instance single target PT enhancing spells: Archers Puncture + Conj: elemental magic = Elemental Arrow. Both players would target the monster and start the BR for the above effect.

    Maybe Single target PT buffs Lets say Protect (single target) and Stoneskin (single target) BR creates steelguard and ups that ones def majorly (if it were AoE the def bonus would be much less)

    In my minds eye these new style BRs would be flashy, there would be no denying something awesome is happening.
    (0)

  6. #6
    Player
    Dyvid's Avatar
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    Mar 2011
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    Maelstrom
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    Dyvid Pandemonium
    World
    Adamantoise
    Main Class
    Blacksmith Lv 90
    I like where you going with this Chief, just wanted to get my ideas out of my head.

    First BR should be displayed as a widget at the top of the screen listing the input commands. It let's the party know a BR has started.

    Second once you have put your input the action guage is reduced and you can continue using abilities instead of waiting.

    Third using the Chronotrigger combining system in which varies class combine together to make varies attacks.
    GLA Onion Cut > PUG Pounce = Cowards Strike (GLA kneels down, PUG leap attacks Enemy then GLA does strike gaining enimity)
    (0)

  7. #7
    Player
    Malakhim's Avatar
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    Eisen Marduk
    World
    Hyperion
    Main Class
    Pugilist Lv 60
    Hurray! I got some bites already!

    Anyway, I'll keep going through any already posted links and add them as I find them. If you guys have seen any BR ideas outside the Battle Content forum, please go ahead and post them(or PM me I guess) and I'll put them up on the first post.

    Or if you feel that you have a pretty elaborate idea and post it here and this thread gets pretty big, just let me know and I'll link to the page with the Title of the idea and the creator.
    (0)

  8. #8
    Player
    Eresse's Avatar
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    Addy Eresse
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    Excalibur
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    Gladiator Lv 50
    When I am doing battle regimens one thing that I never notice is if the effect actually goes off, unless I personally search for it in the logs in the hopes of seeing if it actually worked. One thing that was effective for FFXI was the ability to see an animation after a successful skill chain - skill chain animations added to the excitement of battles (light renkai?). I like all of the suggestions thus far for battle regimens however I think there needs to be a simple way of knowing a battle regimen was successful by having a none lackluster animation for successful BR's... to not only identify the battle regimen that went off but increase battle excitement.
    (0)

  9. #9
    Player
    Malakhim's Avatar
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    Eisen Marduk
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    Hyperion
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    Pugilist Lv 60
    To prevent things from seeming too lopsided, I feel that I should also put in links about a return to skill chains. You guys think that's cool?
    (0)

  10. #10
    Player
    ChiefCurrahee's Avatar
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    Character
    Chief Currahee
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    Balmung
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    Lancer Lv 60
    yeah its BR related
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