Page 1 of 3 1 2 3 LastLast
Results 1 to 10 of 25
  1. #1
    Player
    Kraktur's Avatar
    Join Date
    Jan 2015
    Location
    Ulda'h
    Posts
    42
    Character
    Kraktur Roronpa
    World
    Phoenix
    Main Class
    Thaumaturge Lv 50

    I want FFXI skill chain/magic burst mechanics - Anyone else?

    For those who don't know these mechanics:
    -Each weapon gives access to a set of weapon skills always associated with an element.
    -If two players would use their own weapon skill one after each other, they could create a "skill chain".
    -If a caster uses a spell of the same element as the skill chain, then it would do a "magic burst", increasing spell damage (can crit) and its accuracy.

    Let's say war uses a water element weapon skill, then monk would use an electricity element, it'd form a skillchain based on lightning, called "electrocution" (water conducts electricity, right? lol).

    On top of that a caster could start melding a spell to enphasize the effect of this skill chain, casting a thunder based spell, which would "burst", doing twice the damage, a damage that could even crit to x4 damage.
    (5)
    Last edited by Kraktur; 03-13-2015 at 12:20 AM.

  2. #2
    Player
    Kraktur's Avatar
    Join Date
    Jan 2015
    Location
    Ulda'h
    Posts
    42
    Character
    Kraktur Roronpa
    World
    Phoenix
    Main Class
    Thaumaturge Lv 50
    Of course, ff14 gameplay would need a huge update because :
    -a weapon skill system would need to be created with a gauge system similar to the limit break one
    -the entire (stupid) ff14 spell system would need to be revised because caster jobs don't have access to all elements (whm has sacred, smn, sch have bio which could be the dark element, and so on). But we are living in the "action RPG" era so SQex decided to base all the gameplay on rotations.
    -graphical display would need to find a smart way to display other players' actions effects without making low performance computers performance collapse.

    --------------------------------------------------------------------
    Is this idea exciting only to me?
    Basically DPS would finally need to play together and not each one only thinking about his rotations. And don't tell me you pay that much attention to what other DPS players are doing when playing T9-T13.

    Plus this would give a sense of satisfaction to tanks who could initiate skill chains with a /p using "weapon skill name" on <t> ice effect and then watch how his DPS team mates respond to that.
    (4)
    Last edited by Kraktur; 03-13-2015 at 05:12 PM.

  3. #3
    Player
    HeavensSword's Avatar
    Join Date
    Dec 2014
    Location
    Ul'dah
    Posts
    338
    Character
    Marik Landzaat
    World
    Leviathan
    Main Class
    Dragoon Lv 70
    The only way I could see this working, and maybe this is what you are trying to convey:

    Make the limit break gauge per player instead of party-wide. Based on certain actions or criteria the gauge fills for each player (player does damage, heals, takes damage whatever). Each job has a unique weapon skill/limit break or maybe eventually a few to choose from. Combinations of these limits with other party members results in a chain that provide special effects like more damage or maybe even other interesting things like buffs/debuffs/healing.

    It would need to be implemented in a way that does not destroy the current playstyle or rotation of the jobs and so it is not a DPS loss. Currently a damage dealer can actually lose dps if they use a Limit Break at a suboptimal time. For instance as a DRG you do not want to use your LB if your dots or disembowel are not up or would fall off during the LB. Obviously you also don't want to be locked in the LB animation if you are about to get caught in an AoE that can one shot you.

    So skill/limit chaining would need to be timed correctly and also provide enough of a benefit or damage to offset interrupting a DPS rotation.


    BTW: Editing your post can allow you to bypass the character limit so you do not need to post multiple times.
    (2)
    Last edited by HeavensSword; 03-13-2015 at 10:22 PM.

  4. #4
    Player
    Kraktur's Avatar
    Join Date
    Jan 2015
    Location
    Ulda'h
    Posts
    42
    Character
    Kraktur Roronpa
    World
    Phoenix
    Main Class
    Thaumaturge Lv 50
    Thank you, I did not know I could bypass the caracter limit by editing my post.

    I think your proposal is more adapted to the game in its current state than mine. So this would be a great begining.

    Sorry to anyone would love the current game system, but as a former ff11 player, I often feel very fustrated playing ff14 (the way smn is designed, using primals kittens, black mage using rotations, elements have no impact on gameplay, no weapon skills, warriors becoming tanks in ff14, wtf? ^^ etc.).
    While I must admit ff14 fixed a lot of end game issues like toxic uses of gil, making the game casual player friendly and so on, I just feel a party is only a sum of players with no interaction whatsoever between each other.
    In ff11, if you felt your tank was going through a hard time, you could provoke as war, nin, (and other jobs like samurai) to take a hit or two and then let the tank take the aggro back.

    Anyway, I'm turning this thread in a selfish, nostalgic, comparison bewtween FF14 and another game. I'll stick to the idea of this tread, I promise.
    (0)

  5. #5
    Player
    HeavensSword's Avatar
    Join Date
    Dec 2014
    Location
    Ul'dah
    Posts
    338
    Character
    Marik Landzaat
    World
    Leviathan
    Main Class
    Dragoon Lv 70
    It's understandable, I played FFXI for about 8 yrs and definitely enjoyed back when party members coordinated attacks and other actions during even regular XP parties. (Honestly even this kind of play disappeared after Treasures of Aht Uhrgan's release when mindlessly slaying the pink merit pinata's became the norm).
    The problem is that 11 was a MUCH slower paced game. As a melee dps you basically sat there and auto-attacked 90% of the fight.
    (0)

  6. #6
    Player
    Kraktur's Avatar
    Join Date
    Jan 2015
    Location
    Ulda'h
    Posts
    42
    Character
    Kraktur Roronpa
    World
    Phoenix
    Main Class
    Thaumaturge Lv 50
    I don't know what playing DRG is like in coil contents, but I played it until lvl42 pretty intensively and while I was feeling I was actively pressing my keys to optimize my use of GCD skills, the only interaction I had with my team was checking my aggro so the tank can keep it on him, checking my party list to see if I should use my party slicing/piercing buff (forgot which one it is) and... that was it. If I try to think about how I'd play a DRG in T9, well I'd have to avoid getting in dalamud dives, I'd have to move away from iron chariot, not jump in lunar dynamo, place meteors... but I would still not need to watch what other DPS are doing hahaha.

    Seriously Square Enix we need more interaction between players. Grinding is cool, watching my BLM dish 3k damage on spells is cool, sometimes when it gets really hot, watching my status bar is cool, but really I'd like to feel like I need to coordinate with other players a little more. I want more interaction. Not sex, not getting married either, just stuff like skill chains
    (0)
    Last edited by Kraktur; 03-13-2015 at 12:22 AM.

  7. #7
    Player
    charlemagne's Avatar
    Join Date
    Jul 2011
    Location
    Uldah
    Posts
    757
    Character
    Charlemagne Ifrit
    World
    Sargatanas
    Main Class
    Pugilist Lv 50
    They had an attempt at something like this in 1.0 with battle regimens. They didn't give us skill chains like fragmentation, reverberation etc but did put status effects on the mob like lowering magic defence or increasing the mobs cast timers/mp consumption. The problem was that they just weren't very good and were abandoned fairly early on. They certainly weren't as complex as in xi. Unfortunately I doubt we could have a skillchain system like the one in xi as the action in xiv is quicker and coordinating skillchains while keeping up optimum rotations would be difficult.
    I like the idea of combining individual limit breaks for a skillchain though. Main reason I loved playing SAM so much in xi was the complexity the role of skillchain coordination. At one time I could probably have instantly told you which ws from all jobs and in what order were needed for whichever skillchain.
    (0)

  8. #8
    Player
    Kraktur's Avatar
    Join Date
    Jan 2015
    Location
    Ulda'h
    Posts
    42
    Character
    Kraktur Roronpa
    World
    Phoenix
    Main Class
    Thaumaturge Lv 50
    I know the feeling as I mained war/nin and was also a skillchain geek
    Now I just feel very fustrated by ff14 because:
    1-WAR is a tank O_O and summoner uses weird pets that look like ill pokemons
    2-We all play alone, not interacting
    (0)

  9. #9
    Player
    charlemagne's Avatar
    Join Date
    Jul 2011
    Location
    Uldah
    Posts
    757
    Character
    Charlemagne Ifrit
    World
    Sargatanas
    Main Class
    Pugilist Lv 50
    All playing alone is definitely the major drawback of dungeon racing and fate training instead of good old fashioned open world xp parties. I don't want to think how many hours I spent in bird camps in xi, but I don't regret a single one of them. My longest was 16 hours straight, only moving to pull as cor while we had no rng in the pty, and to pop to town when I ran out of bullets.
    (0)

  10. #10
    Player
    Jinrya-Geki's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    2,845
    Character
    Jinrya Geki
    World
    Excalibur
    Main Class
    Thaumaturge Lv 90
    Quote Originally Posted by charlemagne View Post
    ...
    I thought it was pretty good, it was one of the few times in 1.0 you could actually do insane damage as a caster. Most stuff resisted you because of being several levels higer than you. If you had 7 melee attacks that worked with each other and a spell on top of the list you could do very high damage.

    I miss that, unfortunately I think the combat system is too fast for something like that now.
    (0)

Page 1 of 3 1 2 3 LastLast