

Love when people post things like this, cause it bumps the thread back to the top :P it's almost hypocritical.


Would love a Chrono Trigger type of LB system. It's kinda like XI's system, but would be more fun if it was more in line with CT. It would allow for a lot of different and fun combinations. But you'd have to have a hell of a lot of prompting the player going on, or it would be impossible to teach people, just like it was with battle regimen in 1.0. Like one player uses/queues a certain action, and a special glow appears on other players action bar. Although while they are queuing a action you'd have to allow them to continue their normal combos, or you run into same issues as 1.0 battle regimen. Although I'm sure server lag might make this difficult, idk. A much more complex, yet hand holding type of LB/Tech(CT term) system would be really fun. Would be less boring if we could chain with people, and it wasn't just a mindless 1,2,3 button mashing contest. PLD queues Spirits within, blm responds and presses Fire I, and you get Fire Sword. Or PLD uses Rage of Halone, and blm uses Fire III, and get Fire Sword II. Healer can add in holy, and get some kind of Delta Force, triple tech. It obviously would need a lot of new code, and lots of work, but would be awesome in a mmo I think, so long as it hand holds players a bit. Otherwise people would just ignore it, if it was too hard.
Last edited by Drako; 03-11-2015 at 11:26 PM.




Great thread.I'd also cast my vote:
* Please consider Individual Limit Breaks with the ability to Skillchain / Link / Combo them for Additional Effects / Damage (a true Party Combo system).
We started a huge thread about this during 2.0's Beta phase, and had threads about Skillchaining in 1.0. I really hope they consider it. To answer the Dev Team's reply (from Beta):
* Yoshi P, your worry that the Battle System is "too fast" to consider Skillchaining (Renkei) would be alleviated if it was limited to something like Individual Limit Breaks: Because Limit Breaks happen less often than Normal Attacks, Players only have to focus on coordinating Combo'ing them every once in a while.
It adds Player Coordination and huge *interest* and engagement outside of "just yourself" for every major battle in the game. There's a meta aspect to it, and it makes the player feel more interested in fights, even if they've done them 50 times before (because you can pull off different Party Combos with different combinations of your Limit Breaks (which order to use them, what effects happen after).
Players loved CHRONO TRIGGER's Triple Tech System, and in the early years, Final Fantasy XI's Skillchain / Renkei system was a lot of fun.
Please consider it for 3.0.




I'm not so sure requiring others to be alive in order to use Pulse of Life is the best idea.
http://king.canadane.com
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I'd also cast my vote:


