




I really think it is because they are nervous about BLM being excluded on content strong against fire more than anything. While less severe, it would also neuter WHM damage on some enemies as well.
I agree, I'd love the return of elemental weaknesses in a more direct fashion, but I don't think it will happen without changes to core mechanics.
Edit:
It works in XI beautifully. Please at least do some research before saying things like this. When paired with weather effects (eg, snow influencing ice damage) it added interesting variables as well.I don't quite understand why this is a thing people care about. It doesn't seem to add anything fun or exciting or necessary. In fact, it seems rather annoying. Is it just because they did it in other final fantasy games, and people are just feeling nostalgic?
In a regular RPG environment this kind of stuff works out, but i'm pretty sure it wouldn't pan out in an MMO.
Someone explain, please.
Last edited by CyrilLucifer; 09-24-2015 at 11:13 AM.


I would make attacks just do a small bonus. Not anything huge, 1-5% max. Nothing else.I really think it is because they are nervous about BLM being excluded on content strong against fire more than anything. While less severe, it would also neuter WHM damage on some enemies as well.
I agree, I'd love the return of elemental weaknesses in a more direct fashion, but I don't think it will happen without changes to core mechanics.
It honestly though adds nothing to the game but more grinding. I hate elemental and having to use certain weapons and armor against certain enemies. Its mindless honestly.
All it does is bloat the game's gear and requirements. Why have elemental stats when you can just have "armor".
Honestly. I would love the system in a game, but NOT this kind of game... For the system to work you need "MULTICLASSING". Being able to be multiple jobs at one time with no penalties.
Last edited by Nektulos-Tuor; 09-24-2015 at 11:18 AM.
It worked in FFXI because FFXI is completely different gameplay-wise. It does not function like a traditional MMO in that sense. (I never made it to endgame in FFXI, but it seems like you get like 30 dozen different abilities to react to a multitude of situations.)I really think it is because they are nervous about BLM being excluded on content strong against fire more than anything. While less severe, it would also neuter WHM damage on some enemies as well.
I agree, I'd love the return of elemental weaknesses in a more direct fashion, but I don't think it will happen without changes to core mechanics.
Edit:
It works in XI beautifully. Please at least do some research before saying things like this. When paired with weather effects (eg, snow influencing ice damage) it added interesting variables as well.
WoW used to do it too and it was terrible. Sure, as a frost mage in the molten core you'd wreck, but any other spec would usually get turned down.

I was having a discussion with some FC buddies about this about his a few days ago. Yes, I feel that they need to bring back elemental damage/resistance. The difference from past FF games however, is that it needs to be a set ceiling of damage/resistance from elements. Reworking BLM will be a pill, but having a cap on things will make things easier. Could always just go and give BLM Aero, Water, and Stone. Somehow lore Aero into Dia for WHM, or just YOLO it and pretend they never had Aero to begin with.
As for how elements would be implemented is simple (background work is Yoshida's issue :P)
-Kill respective primal of desired element for "arbitrary currency" and use this to add element to already existing gear, like materia.
-Meaner the primal, more "arbitrary currency" you get. New dual element ones give same amount, just half/half for elements.
-Elemental materia could buff these add-ons in some fashion.
Last edited by Khanscott; 09-24-2015 at 08:42 AM.


Elemental stats are more of a horizontal progression type of idea, and FFXIV isn't doing that, so they might as well remove the stats from the game. Elemental materia is just junk used for challenge log bonuses and triggering faster spiritbonding, and the elemental stats on the character page are a waste of precious character data.
While I like the idea of elemental systems in my Final Fantasy, it doesn't mesh well with an mmo where every class needs to be viable in every encounter. Players who have spent their esoterics on gear for classes that are less effective on a boss would be benched.
The alternative is introducing elemental themed item sets for EACH elemental raid encounter, which would open the door for horizontal progression. But for a game like FFXIV that has such frequent new content being pushed out, forcing players to farm an elemental set just to require an entirely different set 4 months later would be overdoing it. You can use ilevel 110 gear to begin challenging ilevel 130 content, but you can't use fire element gear to begin challenging water element enemies.
I think in general they need to start trimming out the overly complicated systems that eat data. Elemental resistance, 5 grades of glamour prisms per craft, 2.X quests that unlocked basic new features which are now hidden in a sea of subquests that new players cannot navigate, etc.
Edit: The reason elemental stuff existed in RPGs was to give some depth to otherwise straight forward 8-bit turn based battles. It was the difference between making a boss fight where the strategy was just "hit with sword, heal when necessary", to "experiment with different moves to find a weakness". A boss might be impossible to handle without overleveling, unless you realize that lightning attacks hit for double damage, or equipping fire armor on your characters reduces damage by 50%.
FFXIV already HAS battle systems with depth. Nearly every raid boss, and most dungeon bosses as well, have some form of mechanics beyond "hit and heal". In comparison to how complicated many fights are, the idea of "hit ice enemy with fire" is TOO simplistic.
Now sure, there is something cathartic about hitting an enemy with a super effective hit. I've been playing FF:Record Keeper, and exploiting elemental weaknesses of FFXIV bosses was both strange and fun. But the core reason WHY elemental statuses exist, to spice up otherwise straightforward fights, is already being handled well in FFXIV through mechanics that simply weren't possible in turn based 8-bit combat.
Last edited by Gunspec; 09-24-2015 at 09:00 AM.
I totally agree about what you said. But the benefits would just be minimal. It wouldn't be over powering the other equipment at all except in certain areas where it matters. Raid equipment would still be far better overall in most situations due to higher ilvl.
If you used a DF then you would equip your standard gear. If you're a tank going into Ifrit Ex you go ahead and slap in your fire gear for the extra defense. If you're in a perform party you can call out of anyone has any other gear and synergize with them.
It wouldn't be a mandatory system. It would help, but not overtake. And it would greatly benefit crafter's and their gear. An optional system to help if you got it. That was my mind set when thinking this up.
I don't quite understand why this is a thing people care about. It doesn't seem to add anything fun or exciting or necessary. In fact, it seems rather annoying. Is it just because they did it in other final fantasy games, and people are just feeling nostalgic?
In a regular RPG environment this kind of stuff works out, but i'm pretty sure it wouldn't pan out in an MMO.
Someone explain, please.
Its isnt just Blm who would need twerks.
-Summoner would be useless in a dungeon like Aurim Vale.
-Drk couldnt hold aggro on a pack of void mobs.
-Paladin wouldnt do better agains holy mobs.
-ppl would want to take 10 mins to gears up accordingly to the dungeon they got as roulette.
-24 men raids would be a "lunch break" at every floor.
The elemental changes would be minimal to not destroy a job and would take time to implement.
Its just not worth it.


I will agree that BLM would need work if they add the elemental wheel, but SMN/SCH/ACN deal unspeacted dmg, that like non-elemental damage. And PLD and DRK are pure physical dmg they dont have any affinity. They look holy and dark respective but they have no actions that suggest that. The only job, beside BLM, that would need to be rework would be WHM/CNJ in any case.
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