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  1. #11
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    Quote Originally Posted by Bayohne View Post
    Combos are for an individual to execute and not multiple party members. Meaning that other classes can't add to, or interrupt, a combo you're performing. Also even if a combo's additional effect is resisted, as long as the combo triggering action hits the target, the combo will still be able to be chained together and won't be lost. For example if a combo's special effect is a "Stun", if the stun fails to take effect but your action connects, you can still continue to the next step of your combo.
    Wow, really? That's pretty lame, no offense to you. I thought the whole point was to incorporate some sort of party-wide mechanic to revamp/replace XI's skillchains or XIV's battle regimens. Please, please, please talk to the Dev's about ALSO reincluding battle regimens (or bringing back skillchains) with the release of "combos", as that mechanic is needed way more than some solo combo system.. We've already lost a ton of abilities/spells, man this patch is looking worse and worse each day.
    (4)

  2. #12
    Player
    elreed's Avatar
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    Mar 2011
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    Character
    Don Elreed
    World
    Excalibur
    Main Class
    Archer Lv 50
    Well just one more question, can different classes weapons skills combine to make a combo, like mrd ws1 with gladiator ws 3? or too much complex atm?
    (0)

  3. #13
    Player
    Lienn's Avatar
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    Mar 2011
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    Character
    Lienn Deleene
    World
    Gungnir
    Main Class
    Alchemist Lv 50
    Quote Originally Posted by elreed View Post
    Well just one more question, can different classes weapons skills combine to make a combo, like mrd ws1 with gladiator ws 3? or too much complex atm?
    Nop. It already was stated at class revamp decription that self combos can only be performed with native WSs/spells of the class.
    (1)

  4. #14
    Player
    DoctorMog's Avatar
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    Mar 2011
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    Limsa
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    1,944
    Character
    Doctor Mog
    World
    Hyperion
    Main Class
    Lancer Lv 51
    Quote Originally Posted by NoctisUmbra View Post
    Long term plan.

    Skillchains can coexist with individual combos. One system does not need to be selected from the two. They temporarily suspended BRs as it was an ok system at best, and with the drastic battle changes we're getting now, they wouldn't function properly. It's very likely we will get some sort of skillchain system that promotes teamwork in time.

    The whole learning something new every 6 months thing is to be expected when playing an MMO going through a huge overhaul.
    I agree, but why are we getting overhauls to the same systems over and over again?

    Where is the consistency?

    Why not do it right the first time?

    I am not being sarcastic, I sincerely am wondering why they have overhauled several systems more than twice already. XP/SP battle regimens, stat point allocation, levequests,

    They aren't "tweaking" these systems, they have overhauled them multiple times. I feel like there is a lack of direction, a lack of what they want the game to be in the end, and thus are revising core systems over and over again because they don't have a clear picture of where they want the game.
    (3)

  5. #15
    Player
    NoctisUmbra's Avatar
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    Mar 2011
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    2,546
    Character
    Noctis Umbra
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Exni View Post
    Wow, really? That's pretty lame, no offense to you. I thought the whole point was to incorporate some sort of party-wide mechanic to revamp/replace XI's skillchains or XIV's battle regimens. Please, please, please talk to the Dev's about ALSO reincluding battle regimens (or bringing back skillchains) with the release of "combos", as that mechanic is needed way more than some solo combo system.. We've already lost a ton of abilities/spells, man this patch is looking worse and worse each day.
    Silly that you expected that, considering they never once announced it to be the replacement for BRs, and always mentioned it as individual combos. The point never was to make them like skillchains. This system is something in and of itself. BR replacement is to come in the future, post 1.21 based on what Yoshi said when they removed it with 1.19. You have only yourself to blame for having misplaced expectations, as all of these things have been addressed.

    Quote Originally Posted by elreed View Post
    Well just one more question, can different classes weapons skills combine to make a combo, like mrd ws1 with gladiator ws 3? or too much complex atm?
    Individual combos are meant as incentive to promote the use of native skills. Positive reinforcement. Further adds to class identity. They are also meant to promote strategic and dynamic play rather than simply standing still and 2/10 skills.

    ~~~~~~~~~~~~

    Also, any notion that implementation of individual combos removes/reduces incentive to party is a wild accusation at best. Especially with classes becoming further specialized and unique, each class has something to bring to the party.
    (8)

  6. #16
    Player
    NoctisUmbra's Avatar
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    Mar 2011
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    Character
    Noctis Umbra
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by DoctorMog View Post
    I agree, but why are we getting overhauls to the same systems over and over again?

    Where is the consistency?

    Why not do it right the first time?

    I am not being sarcastic, I sincerely am wondering why they have overhauled several systems more than twice already. XP/SP battle regimens, stat point allocation, levequests,

    They aren't "tweaking" these systems, they have overhauled them multiple times. I feel like there is a lack of direction, a lack of what they want the game to be in the end, and thus are revising core systems over and over again because they don't have a clear picture of where they want the game.
    XP/SP was overhauled once, back I believe with 1.15 when they changed it to be a static amount based on kill rather than on skill use. Everything since then has been a tweak, or a change as a side-effect due to the overhaul of another major system.

    Battle Regimens simply got removed, never tweaked. It is going to be re implemented as something else but was suspended temporarily as the BR system would have to undergo drastic changes alongside 1.19s large changes to stats and attribute changes. The BR system, as it was, was not worth all the effort it would require just to have it continue to function the same. A better system was needed, and a better system we will get.

    Stat-point allocation is in the process of undergoing a single overhaul. With 1.19 we got the new system, and with 1.20 we will get an update to it in the form of bonus points we can allocate. A single, two-part overhaul. It can't be counted as two, considering they announced that it would be done in 2 parts before 1.19 went live.

    Levequests got overhauled with 1.19. I can understand the misconception here though, considering they were the prime content of the game for so long and thus their rewards had to be adjusted each and every time a major system in the game went through an overhaul or adjustment of their own. They were never overhauled into a new system, however, until 1.19.

    Overhauls are happening once. However these systems that come together to make this game are so intertwined that you cannot simply overhaul one and leave everything else as is. This is why it feels like every system is undergoing an overhaul multiple times whereas in fact it is one time for each system while other systems get adjusted to work well with it. Those are tweaks.

    Their direction for the game is very clear to them. They even have the plot written out to the end, as Yoshi-P already stated. Version 2.0 has already been built, and has been worked on for months now. Considering 2.0 is what this game will become, our destination, their image must already be clear. I've had a good idea of the direction ever since they first announced the job system and with each and every update my understanding has been solidified. I feel like I know very well where the game is headed, with the bitter and the better.
    (13)

  7. #17
    Player
    Hyrist's Avatar
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    Oct 2011
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    Next to a dead Snurble.
    Posts
    1,969
    Character
    Lin Celistine
    World
    Goblin
    Main Class
    Dragoon Lv 90
    Why not do it right the first time?
    I can answer that question immediately.

    Because the player base dosen't know what the game needs. Simple at that. SE's listening to the players, trying to find the medium between what's good by them, and what's good for the game as a whole. For a game that's heavily flopped, that's going to take some trial an error.

    In fact, MMO's in general are a process of trial and error, we're just being part of the more rudimentary works this time around because the initial release was so horrifyingly bad.

    The community shouted for major change, then asked for more job uniqueness, then when the classes started being narrowed down to emphasis their uniqueness everyone cried. "OMG WHERE'S MY VERSATILITY!?"

    The bipolar playerbase is just as much at fault here as the developers are for overcompensation on demands. And several systems are going to get revamped multiple times until the equilibrium is reached.

    I like the combo system. No, it is NOT the replacement for Battle Regimine, it's already been said that Battle Regimine revamps will be something different and separate.

    The class revamps have been in the pipeline for quite a while and I'm in favor of the limitations on mages, actually, as games tend to pile them on with a bunch of unnecessary spells. I'd rather them start scarce and build it back up in a way that remains engaging and useful at all tiers of play.



    I'm beginning to think that this divide between the player base is riding on that every single issue with this game will be solved by 2.0, which isn't realistic. MMO's evolve over time. There is an incredible amount of work that needs to be done on this game still, and not everything is going to look great when the fixes first roll in.

    Honestly, let's just roll with the punches and see how this all works out.
    (8)

  8. #18
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    Gidonoidon_Sur's Avatar
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    Jun 2011
    Location
    Uldah
    Posts
    618
    Character
    Agilo Sur
    World
    Ultros
    Main Class
    Marauder Lv 23
    So, are people just going to be running around monsters the whole time doing combos...? A. That would be insane in a full-party; 8 people running in circles around a mob. B. If say a MRD steals hate at the end of his combo and redirects the mob, wouldn't it mess up everyone else's combo? C. What monsters last more than 10-15 seconds in a party to do a combo? D. Will combos be necessary to maximize damage? Will I be required to combo?

    I am definitely one of those people who takes the 'wait-and-see' approach but I am pretty worried about how this will impact the game.
    (1)

  9. #19
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    Mar 2011
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    Quote Originally Posted by Gidonoidon_Sur View Post
    So, are people just going to be running around monsters the whole time doing combos...? A. That would be insane in a full-party; 8 people running in circles around a mob. B. If say a MRD steals hate at the end of his combo and redirects the mob, wouldn't it mess up everyone else's combo? C. What monsters last more than 10-15 seconds in a party to do a combo? D. Will combos be necessary to maximize damage? Will I be required to combo?

    I am definitely one of those people who takes the 'wait-and-see' approach but I am pretty worried about how this will impact the game.


    Ifrit, Ogre, Batraal, 1000 maws bosses, almost all ground NMs, especially the Lv. 50 ones. Adding this type of stuff is going to make the longer encounters much more engaging.

    And it doesn't seem like anyone is actually going to be running in a circle. The position changes are usually subtle, not going directly from front to back in one step. Moving from the front to the back every time you hit 3000 tp doesn't sound like it will be too stressful...

    Another thing I think many have overlooked is the fact that while enfeebling through casting was widely cut back, enfeebling through WS combos was increased dramatically. This makes each melee class have it's own unique strong point, be it stun, slow, blind, bind, whatever. Assuming that Arcanist(or some DoM) is going to be released within the next 18 months with a wide variety of AoE debuffs, this sounds like a really interesting way to combine damage with debuffs going forward.

    They failed to do this in FFXI, adding a ton of filler WSes to the multi-shot, more frequented ones like penta thrust or rampage (I quit in 2009). I had like 12 weaponskills with debuffs and crappy damage that I never used because they consumed all my TP and it was hard to get it back. Now, with TP flowing as easily as it does and WSes only taking a portion of it, we can dish out blow after blow and that creates debuffs. This sounds a lot more fun to mel
    (5)

  10. #20
    Player
    Rentahamster's Avatar
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    Mar 2011
    Location
    Lindblum MRD50/THM50/LNC50
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    Character
    Renta Hamster
    World
    Sargatanas
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by DoctorMog View Post
    So, no real incentive to party, more solo friendly MMO mechanics.

    Not too impressed myself.
    This is only the first step. More cooperation-oriented battle tactics are coming in the future. There is far too much for it to all be implemented in one go.
    (6)
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    My Threads: http://forum.square-enix.com/ffxiv/s...vBForum_Thread

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