Agreed.
Even when I like Auto Attack feature, I like Stamina bar too. Of course, Stamina system must be revised, and maybe redesigned, because right now, is a joke.

Agreed.
Even when I like Auto Attack feature, I like Stamina bar too. Of course, Stamina system must be revised, and maybe redesigned, because right now, is a joke.
I'm The First and The Last...
I'm Alpha and Omega...
I'm the Beginning...and The End..
Stamina bar was originally ATB bar and people hated it, so I can't say better or worse.
It does serve a purpose because our skill cool downs are just so numerous and short. Of course that also caused massive balancing issues in what would be considered a good use of stamina.
If we take out stamina, and go straight cool down, all the cool downs would have to be rebalanced and that might get complicated.
If you want to keep the stamina bar, the best way would be to slow it down and reduce the stamina usage. Right now it's too fast and too hectic. Though the skills themselves are also a problem.
Basically the problem is mult-layered. You have over usage of the stamina bar which causes all sorts of problems, and you have unbalanced skills when using the stamina bar.
Why the heck do some skills take half a stamina bar? why the heck do spells are virtually unlimited in the stamina bar. And why the heck does the animation becomes more of an issue then stamina itself.
Doing away with it isn't a bad idea, it leads to a less complicated system which which to FF14 is having issues trying to balancing them. But keeping it can be done, it just take a lot more effort to balance every skill which is probably going to be needed anyway.
Though yes the whole reason stamina bar came into being was because it had no auto-attack in alpha, and people cried about how boring it was to press 1 every 15 seconds.

I like the stamina system. Strategy plays into a fight alot more. I also am very against auto-attack. You have to be really active with the current system, which I like.

I agreed it should be remore.
hard to play with it anyway in some situation because of the lag.
And i'm pretty sure, will loose the lag with auto attack and the stamina bar gone
agreed.
the stamina system seems utterly pointless, as if they added it in just because it sounded like it would reinvent their game. It didn't.

Hello
Can always change the usage of the stamina bar. maybe to control basic attacks, kind of like the delay system they had in FF11?
Had this idea posted in the general forum, http://forum.square-enix.com/ffxiv/t...nt-Auto-attack
Might work well with your idea
Last edited by Shadowskill; 03-24-2011 at 08:41 AM.

casting times and animation times are basically the same thing, so there are really 3 main limits currently. The recast time, the animation time, and the stamina bar. The issue with the stamina bar is that is acts as a universal cool-down timer, which is redundant since the animation times also act as a universal cool-down. Every ability has a recast time, minimum being the animation time, as well as a universal cool-down time, being the animation time. Removing the stamina bar would change little in the current gameplay, but would remove a cumbersome element.Limiting Factors
- Each move in the game currently requires the use of a resource:
HP, MP, and TP.
- In addition to these resources we have extra limiters on skills and abilities:
cooldown times, casting times, and animation times.
All of the above mentioned are acceptable and make sense. These are typical with any MMO. The stamina bar adds an additional threshold on abilities and actions that is cumbersome.
As for auto-attack, there are both pros and cons to an auto-attack system. The biggest issue I see is what happens when people want to use a higher level ability as their base attack. As for meshing with the stamina system, auto-attack would be much easier to implement without the stamina bar, but the removal is not necessary.
That's because they spam stack BR, so the stamina bar takes little roll in that.casting times and animation times are basically the same thing, so there are really 3 main limits currently. The recast time, the animation time, and the stamina bar. The issue with the stamina bar is that is acts as a universal cool-down timer, which is redundant since the animation times also act as a universal cool-down. Every ability has a recast time, minimum being the animation time, as well as a universal cool-down time, being the animation time. Removing the stamina bar would change little in the current gameplay, but would remove a cumbersome element.
As for auto-attack, there are both pros and cons to an auto-attack system. The biggest issue I see is what happens when people want to use a higher level ability as their base attack. As for meshing with the stamina system, auto-attack would be much easier to implement without the stamina bar, but the removal is not necessary.
It is redundant though in the fact that you have attacks, skills and debuffs all stacked on the same bar. TP plays a stupidly small roll in this, as TP skills themselves becomes the odd man out.
It's a really weird system when you dissect it to its theories, as you'll realized so many opposing figures are really stepping on each other's toes from MP, stamina, cool downs, and TPs glooping into one.
Why have cool down if you have stamina, why have TP if you have stamina, why have MP if you have stamina? We don't really know anymore, besides very minor niches. I spam light attack, to get TP, which isn't really worth using due to the lag time, and stamina, while magic is always useful because they take almost no stamina with long casting times to replenish them, then we have to play with cool downs, it's irrelevant when you think about why we have so many "bars".
Basically it's a mess, that'll get magically cleaner if stamina was removed.
Something needs to be done like make skills exclusively auto attack, exclusively stamina and exclusively TP. When you start mixing and matching it really goes haywire.



Instead of removing the whole thing, i would say an adjustment/balance is in need. Say those basic attacks should consume little stamina comparing to a WS. Magic should use the same minimal stamina and still depletes MP.
And they should add more cool animation in it.


I like the stamina system, it's a thinker's battle system. It forces the player to think about thier next move and how to manage thier damage and skill usage. In some ways, it's like the heat gauge in the Mechwarrior series, you built a mech around ballistic weapons, (low heat) missiles, (mid heat) and energy weapons. (high to very high heat) You could group your weapons to fire in various ways, but you were always limited by the heat they generate, with penalties for overheating, ranging from reduced movement, to shutting down and becoming a helpless target, or my personal favorite, suicide from engine/ammunition explosion.
My point is that both systems force the player to plan a strategy: For a certain target, do they use lo-stamina attacks for constant damage over time, and risk not doing enough damage? Do they use stronger skills that use more stamina, generate massive spike damage, and risk tiring? Or do they choose a middle path, mixing hi and lo stamina skills for optimal damage and stamina use?
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote




