They should honestly just scrap the whole thing. That "Resistances" tab is the most useless tab in the game. Ditto for Elemental Materia.
They should honestly just scrap the whole thing. That "Resistances" tab is the most useless tab in the game. Ditto for Elemental Materia.
Right, i forgot about that.
But the wait time would still be there. Ppl already quit a duty if it take 10 mins to redo it (Step of Faith)
Im pretty sure they would do the same for an elemental heavy duty.
Guess an idea when it comes to elementals is have it kind of like a junction to the weapon in which we can....sadly...farm or gather certain elemental spots to increase that power to a certain degree. Of course then I guess it would be mandatory for most groups then rather than a bonus to DPS. I can't really imagine how to really fix it, though I would like to see it implemented some how. I recall one FC member back on Goblin equipped all the Earth resistance he could (as a test) and said he saw almost no change in Titans attacks.
Guess crafters would see a massive need for gear if they were allowed to use the elemental skills on any items or say have the option to use an extra elemental item in any craft to give it a fixed % increase attack/defense of that element. The truly hardcore would have the same set several times over, one for each element.


 
			
			
				The game already has a data issue. Honestly if they made elements a thing they would literally need to revamp every single class in the game. It would also make the game overly complicated for no reason.


 
			
			
				Elemental resistances really only work well when each class that has elemental damage has several elements, that may not be equivalent in terms of damage but are not that far off, either. White Knight Chronicles, for example, most classes had access to elemental attacks through attaching it to their weapon. The offensive spellcaster had access to all four of that game's elements. Everquest also has elemental resistances, and those classes that have access to elemental spells have several to choose from - some more effective than others (necromancer Fire DoTs are generally their most powerful, their Disease DoTs are weaker per tick but much longer lasting, Magic DoTs can be very powerful but short, or medium length and less powerful per tick, etc.) but never to the point where a caster is left sitting out doing nothing for an event.
Different game systems are designed to permit elemental resistances. FF14, thanks mainly to the BLM but also, to a lesser extent the WHM, is not among them. While the WKC method might be engineered into the game, I really don't see that being too popular, given the 25 item limit on the various tabs of the Armoury Chest. I was carrying around five weapons for my class in WKC, one for each element and one that was non-elemental. There simply just is not room for seven weapons per class in the Armoury Chest.


 
			
			
				No need for different gear sets. Just have a toggle where elemental resistances is located. Have a toggle for resistance, weapon enhancements,could even have a toggle for alternate skill hotbars there like set1= hotbar1-8, set2=different hotbar1-8,etc.
The gear would just handle caps on all those parameters with higher gear yielding higher caps.
Examples:
Adamant armor set= 1000 total resistance cap
Adamant Lance= 1000 total enhancement cap
Put all 1000 in fire and you can't increase different elements further.
The question is, what kind of system would govern this?
Swappable materia sets? Merit system?Crafts? Special spiritbond? The game has no horizontal progression, so multiple gear sets is out of the question.


 
			
			
				So now your adding 6xA (A being gear sets.) of data to the game.No need for different gear sets. Just have a toggle where elemental resistances is located. Have a toggle for resistance, weapon enhancements,could even have a toggle for alternate skill hotbars there like set1= hotbar1-8, set2=different hotbar1-8,etc.
The gear would just handle caps on all those parameters with higher gear yielding higher caps.
Examples:
Adamant armor set= 1000 total resistance cap
Adamant Lance= 1000 total enhancement cap
Put all 1000 in fire and you can't increase different elements further.
The question is, what kind of system would govern this?
Swappable materia sets? Merit system?Crafts? Special spiritbond? The game has no horizontal progression, so multiple gear sets is out of the question.
For.. almost no reason.
Last edited by Nektulos-Tuor; 09-24-2015 at 12:05 PM.
No reason? Adding depth to the game is surely something that is considered "no reason". It's laughable when people talk about data limitation when we actually have elemental resistances already but totally useless.


 
			
			
				You can add depth to the game in other ways. Like adding effects and procs and cool stats to gear.
So much depth and Wow.So before I go into Frozen Content, I wear my ice resistance gear and switch to my fire damage gear. Then my gameplay is EXACTLY THE SAME AS NOW except I am carrying around super specialized gear/hotbars that only work for some content. Oh no, the next boss is a fire boss! Now I have to equip my fire resistance gear and my ice hotbar! Then play the game EXACTLY THE SAME AS NOW except I have blue glow effects instead of red.
That's some depth we've added here.
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