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.
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.
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.
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.
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.
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.![]()
Mainstream players are too stupid to learn how to play this game with elemental aspects according to this game's designers.
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