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  1. #11
    Player
    Drako's Avatar
    Join Date
    Mar 2011
    Location
    Limsa
    Posts
    939
    Character
    Drako Lombardi
    World
    Balmung
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by Archadius View Post
    The same holds true with Battle Regimens, which were incredibly powerful when executed by a team with coordination.
    This system was really cool. It was frustrating though when 90% of people never bothered or you couldn't ever get them to understand how it works. But with my irl friends/fam we used it all the time. When we had it, it made me think of Chrono Trigger and how different class's could create different "Dual-Techs" or "Tri-Techs". It made me wish we could have a elaborate system like that for doing different kind of Battle Regimens. They could do this in XIV Depending on the combination of players with you, you could do certain LBs. It could be done ala skill chains FFXI. Or we could get LB actions of sorts. And so long as the right class is in your group and has LB bar(the individual lb bar w/e form it is when it comes out) then the skill lights up on your hotbar.

    Both players would need to press it. The first one that does, initiates a animation indicating they are waiting for the other player. That way it's engaging, you see that pld winding up for a dual LB, so you join them for a big boooom. They'd clearly have to be very careful not to make one more significantly more powerful then the other. Sense the current LB isn't powerful anyways, I don't think we'd have to worry about that. But it could be used to fix some situations, like when your in a party of 4, and no melee lb. But like WHM + BARD = Holy Eagle Eye Shot. SCH+WHM = CureIII+Sucor spell of some sort. I'm sure SE already has plans for some kind of DPS LB anyways for BARDs with the individual lb thing. But anyhow a well thought out, engaging LB Dual/Triple tech system would be very fun, if it was done right. And was properly taught to players in game. I think LBs should already be way more available then they already are. Completing boss's 90% of the time with just one bar lb, and not having it most of a dungeon run seems kind of sad to me. You could say its balanced, but I think its a little under tuned atm, imo.

    Back on topic, I think being able to disable certain parts of the mob would be great. Unfortunately it was kinda like the battle regimen system in that lots of people couldn't be bothered with figuring it out. If they re-introduced it, they would have to make it easier for the masses, or at least easier to learn. Also they would need several quests to teach people how to use the system. Not things like our class/job quests where you can do anything to win, but you MUST break this part of the monster in order to continue, and have a very clear explanation of what this just did to the mob. And how important it is to attempt this on monsters outside the quest. Hell have part of the quest take you into Ifrit HM to attempt it, and if you succeed quest complete.
    (2)
    Last edited by Drako; 01-13-2015 at 12:21 AM.

  2. #12
    Player
    StrejdaTom's Avatar
    Join Date
    Oct 2013
    Location
    Gridania
    Posts
    1,678
    Character
    T'aretha Tyaka
    World
    Ragnarok
    Main Class
    Bard Lv 70
    From all these removed mechanics I cannot get rid of feeling that I am playing version 0.5 and not 2.45 .
    (7)

  3. #13
    Player
    Pterois's Avatar
    Join Date
    Feb 2014
    Posts
    572
    Character
    Pterois Volitans
    World
    Excalibur
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Mishini_Dracoto View Post
    Hey, you are praching to the choir. I like my MMO callenging. That being said, I don't have time righ now o dedicate specific hours to running FCoB.

    Right now, that means I'm not clearing. #TheBadPlayersWon.

    The Silver lining? At least the game is playable, and I'm finding other ways to enjoy the game instead of being reliant on challenging content.
    Same lol, i got 4 kids so my window of serious play is like 10pm when im already dead tired and can't focus haha (working on t9 now :0)

    I just loved skillchains from ffxi and to find out they tried to implement it in 1.0 (obviously i didn't play 1.0) but took it out because of this lame reason kinda ticks me off. It probably wasn't even that bad of a system but because 1.0 as a whole was horribly designed it kinda took the fall with other awesome sounding ideas they had.
    (1)
    "Try not. Do or do not. There is no try."

  4. #14
    Player
    Pterois's Avatar
    Join Date
    Feb 2014
    Posts
    572
    Character
    Pterois Volitans
    World
    Excalibur
    Main Class
    Gladiator Lv 60
    Why not give each person their own Limit break (1/2/3) and base it off of that system? That way is does not need to be a constant thought/action we must carry out because we can only use LB's so often.

    so it would look like.

    PLD uses LB1 -> DRG uses LB1 (skillchain) BLM uses LB1 (MAGICBURST!)

    make limit breaks something we can always have and this would be very possible.
    (1)
    "Try not. Do or do not. There is no try."

  5. #15
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by Pterois View Post
    I just loved skillchains from ffxi and to find out they tried to implement it in 1.0 (obviously i didn't play 1.0) but took it out because of this lame reason kinda ticks me off. It probably wasn't even that bad of a system but because 1.0 as a whole was horribly designed it kinda took the fall with other awesome sounding ideas they had.
    https://www.youtube.com/watch?v=llfFDu10rds

    Battle Regiment was also not really a Skill Chain. It was more like a Attack Type Chain.
    (0)

  6. #16
    Player
    Archadius's Avatar
    Join Date
    Mar 2011
    Location
    Ishgard
    Posts
    1,304
    Character
    Arcadia Aurora
    World
    Balmung
    Main Class
    Dark Knight Lv 91
    For those of you who may have missed the point of my first post...

    Quote Originally Posted by Archadius View Post
    Sadly, this feature was deemed too difficult for modern MMO players to comprehend, and was thus removed with the transition from v1 to v2. Interesting as it was, I doubt we'll ever see it again. The same holds true with Battle Regimens, which were incredibly powerful when executed by a team with coordination.
    I was trying a smartass way of saying "people screaming for a theme-park MMO (modern MMO players - whiny, needy, entitled) is the reason why we can't have nice things (challenging, complex, and engaging battle systems)". I would love to see complex and engaging content make a return in this game, so long as it's executed properly and is viable in combat of course.

    Sorry for the bass ackwards approach, I didn't intend for it to cause so much confusion lol
    (3)

  7. #17
    Player MilesSaintboroguh's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    5,764
    Character
    Miles Saintborough
    World
    Balmung
    Main Class
    White Mage Lv 100
    This will never come back because most players ARE that daft. Just play on DF for a while and you'll wonder how some players can even do post 50 content.
    (1)

  8. #18
    Player
    Gardes's Avatar
    Join Date
    May 2012
    Posts
    1,224
    Character
    Sileas Goode
    World
    Hyperion
    Main Class
    Culinarian Lv 51
    Quote Originally Posted by Bluevann View Post
    I was taking a nostalgic look to the old lodestone when I stumbled on this detail about FFXIV's battle mechanics:

    That sounds so cool, to see horns of monsters break and monsters getting incapacitated by dealing strikes to specific body parts through special abilities... I know it's still there in some boss fights, but I'd love to see this feature make a return on common monsters too, much like Marids or Aht Urhgan beastmen back in FFXI (You could break horns, fangs, weapons etc.)!
    Just looking at that chart alone and yoship's track record, I doubt this system will return, especially with the system needing specific attacks (we're already using almost everything in our disposal for single targets save for a couple attacks on each class anyway). The game already has something similar though: last boss of normal totorak. Unfortunately, it's about the only instance in the game that I can think of. If we can have special mobs with multiple targetable limbs with varied behavior with some mobs even having multiple limbs but all sharing the same hp, I think that will add some flavor without driving anywhere near the "need specific jobs for this mob to spam certain moves" that yoship is allergic to.

    Every class will be able to deal with the monster mechanics equally, they just have to figure out the quirks of each mob. But yeah, even that boss in totorak...lots of pugs can't even notice the tail becoming a target and take it down. Edit: amdapor township first boss and halatali hm 2nd boss technically has a 2nd 'limb' too. So does titan I suppose, but he's not subtle at all.
    (0)
    Last edited by Gardes; 01-13-2015 at 01:01 AM.

  9. #19
    Player
    DracotheDragon's Avatar
    Join Date
    Aug 2013
    Location
    Somewhere
    Posts
    1,645
    Character
    Asuka Kiyomi
    World
    Balmung
    Main Class
    Pictomancer Lv 100
    it would be lovely to see this implemented in long boss fights at least as a nice visural (besides a HP bar) like ramuh for example we actually see his beard or robes becoming tatterd)
    (1)

    Sometimes you just got to have Some fun

  10. #20
    Player
    Sadana's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    1,533
    Character
    Valia Rosa
    World
    Balmung
    Main Class
    Thaumaturge Lv 71
    Quote Originally Posted by Felis View Post
    Battle Regiment was also not really a Skill Chain. It was more like a Attack Type Chain.
    This seems pretty cool. I love team work! But wouldn't lag/latency mess this kind of thing up? Was 1.0 slower than 2.0 or was this just exaggerated for the tutorial video?
    (0)

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