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  1. #1
    Player
    Catharsis's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    95
    Character
    Lex Talionis
    World
    Durandal
    Main Class
    Weaver Lv 50

    [Suggestion] Turning regimens into Combination Attacks (as in Chrono Trigger)

    The current battle regimen system is not very interesting.

    Although it is true that combining certain attacks produces different effects, they are mostly similiar and there is little strategy. Most people tend to queue whatever attack they have next and just hope for the best. It's also difficult to see any significant results from using a battle regimen and some people in my linkshell have expressed that they feel it is a waste of time.

    I think it would therefore be a good idea if you could rework the battle regimen system and add in "combination attacks". This would be somewhat similiar to Dual Techs/Triple Techs in Chrono Trigger. As an example, let's say we had the following combination attack: "Ice Sword" where the formula would be:

    1) Any Blizzard-type spell.
    2) Heavy Slash.

    When both attacks are queued this way and the "G" key is pressed, you would get a unique attack where the Blizzard caster would imbue the other person's weapon with Ice and he would then attack. This might be useful in the sense that it would add the enmity directly onto the second person instead of the first, and it might count as a physical type attack against monsters with high magic resistances.

    I believe that this would enhance party play, reward teamwork and give the impression of gestalt (The whole being greater than the sum of its parts). As each combination would have specific requirements, there would be less confusion about whether "I should or should not join in" the Battle Regimen. Not to mention: This is fairly original as far as MMOs go (at least until Guild Wars 2 releases, as that seems to be planning something similiar)

    Unfortunately, this wouldn't work too well for friendly combinations. For example, you couldn't make a spell like "Barwatera" (Increases resistance to water) by using the combination Shell + Water spell because we are currently unable to use non-offensive effects in the Battle Regimen system.
    (10)

  2. #2
    Player
    Malakhim's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,545
    Character
    Eisen Marduk
    World
    Hyperion
    Main Class
    Pugilist Lv 60
    Wow. This is a pretty interesting idea. It sounds like it might be developmental hell though, although the benefits might outweigh the dev time. It would definitely be consistent with the little combo attack between the lalafell mage and the hyur archer in the opening CG.

    I like it. Definitely something to consider.
    (0)

  3. #3
    Player

    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    33
    First of all, props to the Chrono Trigger mention. God I love that game...

    Anyway, I find this idea very interesting. I'm not a huge fan of the the whole queue system, at least not in it's current form though. If they did something like this, I would like the ability to have the queue work in tandem with your normal attacks. Like almost being able to queue it in the background without interrupting the pace of combat.

    Then once both abilities are queued up, one of the two or three or however many people involved can activate it and the animations take effect.

    I do really like the idea behind this. It certainly is a unique take and would fit very well into the world they've created.

    Good suggestion.
    (0)

  4. #4
    Player
    Roaran's Avatar
    Join Date
    Mar 2011
    Posts
    675
    Character
    Ajax Sol
    World
    Excalibur
    Main Class
    Marauder Lv 50
    I think this is essentially the most desired system, especially by FF fans. I know of no other multi-player that has been able to effectively implement the system though.

    That said, I think you're on the right track, but theres a few hurdles that need to be overcome.

    First, the system needs to be either extremely limited to allow very significant combinations, or the system we currently have with many combinations with little to no unique combinations.

    From my limited memory, I remember Chrono Trigger skills involving essentially two scenarios:

    Combine some element with a basic tech skill, which basically turns into an elemental attack with a new animation.
    Or
    Team Up with one or more characters to use an entirely new skill unrelated to any specific attack.

    From these two examples we have quite a few options. One benefit to this system is, there would be no need for any specific order to the attacks, and it is possibe for it to work within the current system. For example:

    Player A Ques Blizzard > Player B Ques Skull Sunder II = *New Attack Brain Freeze* ( Random name)

    If you change the order, the result is the same. A new attack that requires both players acting simultaneously.



    The second Scenario is a little trickier however, as you would need some mechanism by which new attacks are selected under certain circumstances. One idea that pops off the top of my head, is to add an action to each class called "Cooperative Tactics" when selected would bring up a menu. The menu would include all available techniques that can be performed with the classes in your party.

    For example:

    Player A & Player B have a combined 4,500 TP, both of them can select the cooperative tactics action, and select the ability. Once selected the two players begin the new technique.


    While either would be certainly more interesting, they would involve alot of work; and we wouldn't see any results for a very long time most likely. Personally, after having played with the current system alot, it does leave alot to be desired, but I have enjoyed it so far.
    (1)

  5. #5
    Player
    ChiefCurrahee's Avatar
    Join Date
    Mar 2011
    Posts
    959
    Character
    Chief Currahee
    World
    Balmung
    Main Class
    Lancer Lv 60
    crap I created a very similar thread based on BRs. I didn't see your before posting >.< sorry.

    Here are my ideas:

    Battle regimens have SOOO much potential to be used in a tactical manner if only SE would borrow a few concepts from a few games. namely 3 FFXI (skills chains) Lord of the rings: Online (conjunctions) and Final Fantasy: Crystal Chronicles (Magic stacking)

    I propose a change to the way Battle regimens function. allow them to create a variety of effects that can benefit the party tactically.

    Currently BRs are used to create bonus damage to the enemy, What if we allow different skills, spells and abilities to create beneficial effects on the party as well?

    for instance:

    Allow battle regimens to augment stamina regeneration when certain skills are stacked.
    Think: Invigorate or Comrade in Arms + Second Wind = Hastega

    Allow battle regimens to create healing effects on the PT when certain spells or skills are stacked.
    Think: Cure + Protect= massive Regenga

    Allow Spells to be combined via battle regimen to create larger spells
    Blizzard + Blizzard = Blizzara (huge ice spells)
    or
    Poison + Water = acid rain (DoT + Def Down)

    So much fun can come out of a system like this. It could lend to class uniqueness and defiantly lead to tactics used in battle
    (1)

  6. #6
    Player
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    678
    Thats essentially what it is now but what you're recommending is more of a visual effect like skillchains and more of a purpose. I agree that Battle Regimens do need this... but what they need above all else is a less clunky and more intuitive system or mode of execution. The fact that my character can get stuck in BR mode somehow is proof of that.

    The possibilities are endless with what you suggested.

    You know whats funny... In the intro trailer for this game they had a Combination Attack between the Hyur and the Lalafell. The one where the dude's arrow hit his Fire spell and killed the Malboro.

    When people logged in they were like "So... can we actually do those types of attacks?"

    I would like very much to see something like that implemented. Can a dude get a Flamestrike?
    (2)
    Last edited by Kurokikaze; 03-09-2011 at 04:20 AM.

  7. #7
    Player

    Join Date
    Mar 2011
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    Uldah
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    An interesting idea, however, they did this in FFXI Skillchains (Certain abilities combined together that produced extra damage to the monster) it just wasn't graphically spiffed up. However, it would be cool to have an elemental spell combined with a WS just for eye candy, the opening CG is deceiving. I think BR are great the way they are now, because they are more than just extra damage, they provide an important debuff essential to taking down tough enemies. The only thing I will agree on is that it is extremely cumbersome. There is no easy way to cancel it other than disengaging, which takes a few precious seconds. I believe this is the only real thing they need to work on, otherwise it's a pretty fool proof system upgrade to skill chaining.
    (0)

  8. #8
    Player
    Sorel's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    703
    Character
    Sorel Evans
    World
    Ragnarok
    Main Class
    Blacksmith Lv 38
    This is also the same system from Suikoden where you could combine the powers of two characters' runes to unleash a fairly devastating attack. Water Dragon was my favorite.
    (0)

  9. #9
    Player
    Aion's Avatar
    Join Date
    Mar 2011
    Posts
    966
    Character
    Aion Zwei
    World
    Masamune
    Main Class
    Gladiator Lv 54
    just back to this thread to like the OP /lol

    Tech System (Chrono Trigger)/ Unite System(Suikoden) FTW!!!
    (0)
    Aion Zwei - Masamune

  10. #10
    Player

    Join Date
    Apr 2011
    Posts
    19
    The current Regimen system is boring due to the queuing mechanism, we need something more "dynamic" like the FFXI SkillChains but in a much more elaborated form. It'd be cool if they borrow some elements from the old Romancing Saga series where you can:

    1. Perform skillchains and magic bursts like FFXI, but with many more combinations and depths
    2. Spells can be combined together with more than one caster for new/greater effects
    3. New skills and skillchains can be learned on the fly with a random chance. This has a bonus effect of encouraging players to party with others for new skillchains!
    4. New skills/skillchains are added as DLC via future patches

    The benefits are:

    1. promote more interactions between PT members (ie: tactics)
    2. reward players who spend effort to coordinate
    3. extra motivations/character development for players who have reached the level cap

    Since the dev plans on bringing back the auto attacks, it is very important that they bring back a more elaborated skillchain system to keep the battles fun and exciting.
    (1)

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