This wouldn't really add any depth though. Like Nektulos says, it's unnecessary complexity and clutter for very little gain. Having to carry about very specific sets of equipment and weapons for very specific encounters isn't fun, it's mindless and kind of annoying.
With this character's death, the thread of prophecy remains intact.
Huh? I added no gear set just a toggle to toggle off or on elemental stuff, 1/2 of which is already data in the game.
My quote"The gear would just handle caps on all those parameters with higher gear yielding higher caps." Aka still vertical with a toggle for horizontal mumbo jumbo.
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.
Hey, don't blame me. This topic was covered in a very early interview with Yoshi-P and that was effectively what he said in the reply, as far as my interpretation is concerned.
If they are at it, should bring back blunt/slash/piercing as well.
Alexander has affinity to Light or Holy, he isn't neutral. Sorry, carry on! I do agree with you though, but that would require more ppl to get more gear which would mean the game becomes less casual. Probably more fun though.
Last edited by Whocareswhatmynameis; 09-24-2015 at 12:57 PM.
It didn't work 'beautifully' in XI (though it could have). All that actually happened was for some reason almost all mobs were weak to thunder and/ or blizzard, which worked out well for BLMs because those were the 2 strongest elements anyway (I think in the past few years they normalized things though). Melee just used the water/ ice skillchains while leveling, and then the light or dark skillchains after 75. For skillchains it was a bit more interesting. For casting, and I have played BLM heavily in both games, it was no more interesting. Really XIV is more interesting for BLM endgame because you do a lot more than concentrate madly at the screen waiting for the boss to do something that you need to stun immediately. On the damage side, level 60 BLM is way more interesting than BLM was in XI. Sure you had a ton more spells, but you'd never use most of them and mostly just sat around casting the same spell forever or waiting to stun (or mass sleep things in dynamis).
In any case, they're vastly different games and without some sort of toggle to just change fire spells into whatever other element for the exact same effect (and what would be the point in that?) BLM would be neutered by an elemental resist system. If it wasn't then the system would be too mild to matter (or everything is weak/neutral to fire or extremely weak to ice).
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