sorry for being unclear about the 1 shot.You mean PVP that takes skill is out of the question? Sometimes it's fun to insta-gib someone, but it's terrible design. I've played 3s in WoW at 2k+ and there's times that I felt the burst was still too high even after all the resilience changes. It's impossible for PVP to remain competitive when everyone goes around globaling their opponents. It undermines the competitive spirit of PVP.
Usually most of time where 1 shot take place use to be a crit skill, other wise it will not be possible (l2 is another system).
Also in a 1 shot pvp game, there are skill, not individual but it will be toward party, because 1 shot only happen on cloth user which mean mage and healer.
to speak it out, I am not much about 1 on 1 pvp, but more about group/party pvp in a large scale.
1 on 1 is always unbalanced, but if party vs party thing will balanced out in 1 or other way, because class can cover each other weakness, for me this is skill
I don't think there is much of a difference between spamming 11111 or 2...32...2...32 either way. Most people use the same two abilities, so what's the difference.
I think this game could somewhat stay with auto attack but require more combat placement with less lag. Like if you are too close to a big mob and don't avoid his tail drop or something of that sort, you take a shitload of damage. Stay with auto attack, but go away with this lag and more combat placement.
That's what I like about blade n soul. You can actually dodge the enemies attack, or MISS yourself, if you are looking a little right or left. Mixed with semi real time combat, it's an amazing game.
I highly agree with this. Animation lock is what makes up part of the strategy in my opinion. I really shouldn't be able to toss on all my skills at once, and while moving all over the place. If your making an action, thats the only thing you should be doing. If people can't learn strategy, what are they playing for in the first place :/For the record, animation lock isn't a mistake, it's realistic and it's an obstacle you have to deal with when playing. If you don't like animation lock, then don't use weapon skills like Doomspike II. If you can't avoid using it, then plan better, don't blame the game for something like dying to Ifrit because you aren't able to time weapon skills appropriately.
It would probably be pretty difficult for enix to include all of the strategic difficulty they are capable of and willing to share into anything but an auto attack setup. What the auto attack does is takes care of the mindless work for the player, making the very basic part of the game simple rotations of abilities. This in turn allows players to concentrate more on their next action, and work from that creating a more in-depth tactical game than most MMORPGs. I am not saying that this has been taken to its fullest in the game yet, but it is a basic approach to another mindful setup like that of Final Fantasy XI's. Also, from what I have experienced in the game so far, the speed of cooldowns and tp gain leaves plenty of rotational button pressing and clicking for players as is.
It would be nice if there was a quick strafe or jump in one of four directions like Fantasy Zero(but with prettier FF14 worthy animations of course). The motion locks should probably stay for the sake of punishing players for not thinking before they leap. At the very most a cancel action, causing the player to lose the TP needed for the move, but cancelling the attack and all of it's effects, allowing the player to regain control of his character quickly.
123412341234 is still mindless and is the same as 1111111......................... I also don't wanna be looking at a cooldown bar, I wanna be looking at the game.It would probably be pretty difficult for enix to include all of the strategic difficulty they are capable of and willing to share into anything but an auto attack setup. What the auto attack does is takes care of the mindless work for the player, making the very basic part of the game simple rotations of abilities. This in turn allows players to concentrate more on their next action, and work from that creating a more in-depth tactical game than most MMORPGs. I am not saying that this has been taken to its fullest in the game yet, but it is a basic approach to another mindful setup like that of Final Fantasy XI's. Also, from what I have experienced in the game so far, the speed of cooldowns and tp gain leaves plenty of rotational button pressing and clicking for players as is.
I think part of the issue is people were lopping in the 1111111 spam in with the problems with stamina. The overall feeling I got is people were unhappy with the fact they had to stand there and do absolutely nothing while the bar refilled, and not the spamming itself.
Either way, it's too late now :/ Everything planned is with the intent of evolving the auto-attack system they established.
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