"Try not. Do or do not. There is no try."
1.x was much slower than ARR. Instead of starting with full TP like in 2.x. You started with none, with 1.0 it was spamming 1 ability to increase TP till you could WS, then later auto attack to build TP. Personally I much prefer 2.xs combat over 1.x and even ffxi. Tis more involving.
A combination of slower fight and animation lock. Have to wait until the animation ended before you could do the next action, be it the next attack or running away. Most time animation lock was no problem. But then came Ifrit with his eruptions ^^
Last edited by Felis; 01-13-2015 at 01:29 AM.
Yeah I hate to say it but players are just too spoiled now. To try and integrate a more challenging and interesting system at this point would result in a firestorm of temper tantrums and forum crying the likes of which might unravel reality as we know it. It really is too bad too that we as a civilization are intentionally taking steps to make our populace think less rather than more. We are breeding our species into stupidity one generation at a time. Just watch Idiocracy.
Yes please! And more stuff from our 1.23 battle system while they're at it lol. It was so much more involved ; ;
The answer to this, of course, is to make the mechanic a well-known part of the game, and to have clear in-game messages to reenforce it when it happens. Guildhests, for instance, that can't be completed until the players trigger a break. When a break happens, light the monster up with a big exclamation point, or something, and a chat message along the lines of, "You have severed the Chimera's tail! The brute is critically weakened!" Class quests should all include at least one fight to hammer the mechanic through, where getting a drop depends on triggering the break, with instructions on how to do so.
The one thing that I definitely think would not fly, though, is having only certain jobs capable of inflicting certain types of breaks. If they're not even going to give us an elemental wheel for fear of "favored classes" abuse, I very much doubt they'd allow something like this. More likely, everyone would have a single break skill, clearly annotated as such, and every monster with a breakable part would be vulnerable to any class's break skill.
People here are giving today's gamers way too much credit. Most DPS have no idea what the limit break is, or their basic rotation (or even anything past their 1 - 2 - 3 combo...)
Sadly this. SE have created this game to cater for the lowest common denominator so any core mechanic that would be too difficult for a 5 year old child to understand is automatically out of the running. It's the reason that ninja was nerfed after SE realised that players weren't completely braindead and could actually use it to its full potential.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 can see this being implemented in some boss fights. The mini boss in Qarn HM was hadd multiple body parts we had to destroy....then there was the Kraken, too.
Maybe eventually we'll have a boss where we can choose which body parts to destroy to make the fight easier or whatever
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