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.
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.
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.
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.
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.
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).
I'm sure someone mentioned this but the key to this is materia guys. Put on a Fire Materia and now my attacks are doing Fire DMG. The Materia system has such wasted potential and could solve a lot of issues. It bugs me everyday the Dev Team doesn't take a gamble and plays it very safe.
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