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  1. #21
    Player
    SpecialKK's Avatar
    Join Date
    Dec 2013
    Posts
    172
    Character
    Kulit Kulitin
    World
    Adamantoise
    Main Class
    Culinarian Lv 70
    SE will need to make a dramatic choice for 4.0 as they cannot simply add more skills to the existing ones. But elemental? I think we're past that point
    (0)

  2. #22
    Player
    Veerne's Avatar
    Join Date
    Sep 2013
    Posts
    73
    Character
    Verne Frostwhisper
    World
    Odin
    Main Class
    Lancer Lv 70
    I actually like the 2.5 sec global cooldown in this game. It makes the fight a lot more visually appealing and each ability feels more important. In games like WoW and SWTOR where the GCD is 1.5 seconds or less, the combat start feeling spammy and uninteresting. 2 sec GCD could still work, but going much lower just breaks the animations.
    (2)
    Last edited by Veerne; 11-30-2015 at 04:07 AM.

  3. #23
    Player
    Xanikk999's Avatar
    Join Date
    Jun 2015
    Posts
    425
    Character
    Kalorea Redtail
    World
    Diabolos
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Veerne View Post
    I actually like the 2.5 sec global cooldown in this game. It makes the fight a lot more visually appealing and each ability feels more important. In games like WoW and SWTOR where the GCD is 1.5 seconds or less, the combat start feeling spammy and uninteresting. 2 sec GCD could still work, but going much lower just breaks the animations.
    To each his own. I like the fast paced combat and really don't care to watch my characters animations play out entirely every time.
    (0)

  4. #24
    Player

    Join Date
    Sep 2015
    Location
    Limsa Lominsa
    Posts
    442
    i did play 1.0 and wasn't to fond of that. What your proposing effects a lot more then just combat, that was what i was trying to say. by lore cnj has earth air water spells and thm has fire ice thunder spells. what ur proposing would have to change that to make either viable in all content. And its alot more work then most think. Wows classes had lil to no lies to lore. So not really a good idea to compare. And ff11 had this stuff and it made certain jobs viable in different content. Which made it un-fun if ur main job was not the flav of the mnth. all classes/jobs need to be viable in the df system due to it being all inclusive.
    (1)

  5. #25
    Player
    Gamer3427's Avatar
    Join Date
    Feb 2015
    Location
    Limsa Lominsa
    Posts
    882
    Character
    Rashi Shadowblade
    World
    Shiva
    Main Class
    Machinist Lv 60
    While I disagree with most of the posts in this thread, I would like to see some sort of "specialist" skills implemented that work off of a more traditional leveling tree with branches that lock each other out, with you perhaps picking one or two skills that work in a separate slot from your normal skills or cross class skills. If this was implemented of course, it would need to have a way that you can reset your progress to level up the skill differently, though perhaps at a cost of so much gil/tomestones.....

    These skills ideally would be balanced to have decent benefits from doing one leveling path compared to another, such as drastically changing the skill's effect. Mass Effect is one of the better examples I have of this, where the same basic skill had a few upgrade options that could result in drastically different end results. Of course, there will always be an "ideal" set up for each class for end game content no matter what, as no matter what there is an "ideal" set up players will devise in any game, whether or not it's truly ideal, or just what one popular group decided was best. What matters though is that players can decide whether they want to be using the "ideal" set up, or the one that works best for them and their group. Players in different statics will also be able to figure out their own best set up for their particular composition based on their members.....

    EDIT: I also have another idea for an improvement for combat in general, but I made a separate thread since this one has mostly become a discussion about elemental attributes.....

    http://forum.square-enix.com/ffxiv/t...24#post3456824
    (1)
    Last edited by Gamer3427; 11-30-2015 at 10:28 AM.
    Quote Originally Posted by TouchandFeel View Post
    Strangely enough, if you assume the OP is from a parallel universe, it all makes sense.
    ...
    That or they are just spouting gibberish.

  6. #26
    Player
    WinterLuna's Avatar
    Join Date
    Dec 2013
    Location
    Doma
    Posts
    1,377
    Character
    Indira Light
    World
    Twintania
    Main Class
    Astrologian Lv 69
    @Yellow, I do think every class would have to change as they would become a lot less powerful than those with elemental attributes against bosses with weaknesses and strengths etc. Of course this happens already, but I see a very large imbalance if this were to happen.

    And of course, discussion is always good. ^^
    (0)

  7. #27
    Player
    NoahArks's Avatar
    Join Date
    Jun 2013
    Posts
    232
    Character
    Asuna Okawa
    World
    Gilgamesh
    Main Class
    Archer Lv 50
    I would love to see the elemental resistances ingame. The elemental resistances don't really appear to do anything atm. They would have to redesign black mage in a way, considering only uses fire/ice spells and mostly fire...

    They could introduce stances that make use of the main element and the opposing like it does currently, but you'll have Fire/Ice, Ice/fire, Earth/Wind, Wind/Earth, Water/Thunder, Thunder/Water. Or introduce a new way to replendish MP with CD's or Skills like the Dark Knight uses to replendish HP/MP. It could work like soul eater. It would only be able to cast it after the second level spell and it would replendish 50%+ of the damage done to mp.
    (0)

  8. #28
    Player
    Shyle's Avatar
    Join Date
    Aug 2013
    Posts
    118
    Character
    Shyle Katriss
    World
    Ultros
    Main Class
    Samurai Lv 70
    I've been playing Blade and Soul a lot (KR/CN beta and now the NA beta), and one thing I find that's interesting is that each *skill* has it's own talent/skill tree. You can change/alter how the skill works. Like for Force master (mage type) a fireball can either do more damage, or aoe burst damage, then further down the tree it may add a burning effect, or a debuff and depending on what you want to do with your class, you can build it a certain way based on your playstyle (whether it's pvp, aoe, direct damage, or control, etc). of course there's optimal builds as there will be with any form of skill/talent tree, but it still gives a fair amount of customization and play style differences.
    (1)

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