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  1. #1
    Player
    Shneibel's Avatar
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    Mar 2011
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    2,076
    Character
    Shneibel Panipahr
    World
    Excalibur
    Main Class
    Alchemist Lv 80

    Instead of Auto block & Parry

    The early Block system (Parry have always been auto so nothing yo mention atm):
    How it work:
    Player use the Block skill and the shield will raise and block are now apply.
    After certain of time, the character will auto put down the shield, block are now off, and player can re-use the skill

    Even when the player Block the hit, the player will take dmg if the dmg is more than the total def of shield + total def from armor, if the hit is below the dmg will be 0 (as far as I notice)
    The current Block & Parry system (now parry can join

    How it work:
    Lazy mode, the shield are now block auto on a machine calculate and so does the parry yes and you can use material to increase the rate

    Even when the player Block/Parry the hit, the player will take dmg

    My belief

    Can SE please get rid of this Auto Block & Parry crap & take hit after block ? This is
    bullshit, when you succes in block or parry the hit are now being neutralize and player should not take any dmg.

    How about this instead of that crappy Auto & dmg take after neutralize a hit replace with this :

    How it work:
    Shield & Parry are now active, mean player need to held down for it to active, after the player release the Block & Parry a cool down will now begin a 10s or 20s depend.

    The Block/Parry are counting on DMG instead of rate, example:

    Iron Shield
    Required: GLA PLD
    Optimal: lvl 30
    Damage Block : 3500

    Iron Axe
    REquired MRD WAR
    Optimal: lvl 30
    *the rest of the stats : dmg bla bla bla*
    Damage Parry : 3500
    While Blocking & Parrying theplayer will not take any dmg until Damage Block/Parry continues reduce until it reach it limit cap, and there the player are now not being able to block until the skill can re-use after 10s or 20s CD. Everytime player re-use the Block/Parry

    Example:
    Player A active Block by held down the skill, and block is now active:
    Mobs attack: 800 dmg: 3500 - 800 = 2700 (player take 0 dmg)
    Mobs Attack 2: 1000 dmg : 2700 - 1000 = 1700 (player take 0 dmg)
    *at this point if the player decide to put down shield, after the skill reuse, his Damage Block will refill back to 3500*
    Mobs Attack 3: 2000 dmg: 1700 - 2000 = -300 (player take 300 dmg, the shield Damage Block are now used, player will not be able to block anymore and have to wait for skill re-use)
    In this case, Material is not a issue either, instead of increase rate of block/parry, they are now increase the dmg you can block/parry
    Just another the way to play, in my belief when you are in combat you need to always be active (no not about spam 11111), need to think and need to know their roles. The old system is to much active (I like that though with a few tweak it ll be amazing) the new system is to lazy, please add thing to be more moderate gaming and not to much about this or that side.

    note: while the 2 system is some what similar with a few different I do hope the reply to against this is not about the excuse of "I am to lazy" because I dont suggest idea to you, but to what I think can give this game a better gameplay

    note 2: I dont speak for anyone but my own belief

    note 3: we dont talk about other game in here, please


    edit: the title of the thread is some what off the main point but I couldn't think of a better title
    (5)
    Last edited by Shneibel; 12-06-2011 at 01:19 AM.

  2. #2
    Player
    Dreamer's Avatar
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    Mar 2011
    Location
    Balmung (USA, EST)
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    1,417
    Character
    Mocha Leporina
    World
    Balmung
    Main Class
    Conjurer Lv 90
    I definitely agree that the new system is lazy. The original system would have been fine with some tweaks and refinement, but they instead opted to throw the baby out with the bathwater. I'm not a fan of the new combat system at all.
    (4)

  3. #3
    Player
    DNO's Avatar
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    Mar 2011
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    1,006
    Character
    Dno Sensei
    World
    Balmung
    Main Class
    Arcanist Lv 80
    I think the fun should come in systems that are fun (like linking mobs, AOEs, Combos, team combos etc.) Not ...blocking....
    (7)
    Last edited by DNO; 12-06-2011 at 02:01 AM.

  4. #4
    Player
    Dreamer's Avatar
    Join Date
    Mar 2011
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    Balmung (USA, EST)
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    1,417
    Character
    Mocha Leporina
    World
    Balmung
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by DNO View Post
    I think the fun should come is systems that are fun (like linking mobs, AOEs, Combos, team combos etc.) Not ...blocking....
    It's not about blocking, it's about being engaged in an active combat system. The current version we have is slow, boring, and tedious. Not only should I not be able to sit and read a book while in combat, I shouldn't ever want to. FFXIV currently fails both of these tests.
    (1)

  5. #5
    Player
    DNO's Avatar
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    Mar 2011
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    Character
    Dno Sensei
    World
    Balmung
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Dreamer View Post
    It's not about blocking, it's about being engaged in an active combat system. The current version we have is slow, boring, and tedious. Not only should I not be able to sit and read a book while in combat, I shouldn't ever want to. FFXIV currently fails both of these tests.
    And "Blocking" Will Solve that? no Linking, Combos, and team combos will get there much faster.

    I mean no body plays Great action games like Devil may cry, God of war, and Ninja gaiden for their awesome "blocking" lol. We want the fighting to be fun and blocking isn't the system we should be working on here.
    (3)
    Last edited by DNO; 12-06-2011 at 02:05 AM.

  6. #6
    Player
    DeadRiser's Avatar
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    Mar 2011
    Location
    Limsa Lominsa
    Posts
    2,612
    Character
    Kipp Kaida
    World
    Sargatanas
    Main Class
    Conjurer Lv 70
    But unlike those games you listed, at least what they have in them is working properly.

    Blocking now is so useless and I don't even have and block relevant skills on my bar. I shouldn't have to apply 50+ things just to have a better chance at blocking. I think the system was fine before also and they could have worked off of it.

    But instead, they listened to the people that complained on the forums and BAM, we get what we got.
    (0)

  7. #7
    Player
    Holland's Avatar
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    Mar 2011
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    Limsa Lominsa ^^
    Posts
    751
    Character
    Holland Stark
    World
    Faerie
    Main Class
    Marauder Lv 24
    The direction the battles are heading in FFXIV with individual combos from everyone, including the tank, and battle regiments later on will allow for more engaging and dynamic battles (Hopefully).

    What you are suggesting is simply making one of the damage mitigation skills to be renamed as blocking/parrying and have a set amount of damage that it can absorb, like Stoneskin or Phalanx. For the moment, without really looking at how battles will be come 1.20, I would say wait until you try how battles will play out.
    (2)

    Signature provided by grausekopf ~ Thank you ^^
    Quote Originally Posted by Hikozaemon View Post
    Thanks for the 5 ifrits canes Yoshi i can build a life raft and use them to float to another mmo.

  8. #8
    Player
    Velhart's Avatar
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    Mar 2011
    Location
    Ul'Dah
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    2,849
    Character
    Velhart Aurion
    World
    Hyperion
    Main Class
    Machinist Lv 80
    If adjustments were made to the current system, it would be fine. A lot of GLA's have shown they can tank Ifrit without a shield and produce the same results. The shield block rate in battle is so ridiculously low, even gear with a lot of DEX made no difference. Currently, my GLA is never used for any situation, since my MRD dominates in tanking. I hope these adjustments are made, I want GLA to be the best tank, that is all they are good for currently.
    (0)

  9. #9
    Player
    DNO's Avatar
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    Mar 2011
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    1,006
    Character
    Dno Sensei
    World
    Balmung
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Holland View Post
    The direction the battles are heading in FFXIV with individual combos from everyone, including the tank, and battle regiments later on will allow for more engaging and dynamic battles (Hopefully).

    What you are suggesting is simply making one of the damage mitigation skills to be renamed as blocking/parrying and have a set amount of damage that it can absorb, like Stoneskin or Phalanx. For the moment, without really looking at how battles will be come 1.20, I would say wait until you try how battles will play out.
    Yes basiclly this. We are getting a better battle system. Making the blocking system as it was is silly. All they need to do is increase the block rate not change it back to what it was.
    (2)

  10. #10
    Player
    Shneibel's Avatar
    Join Date
    Mar 2011
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    2,076
    Character
    Shneibel Panipahr
    World
    Excalibur
    Main Class
    Alchemist Lv 80
    Quote Originally Posted by DNO View Post
    Yes basiclly this. We are getting a better battle system. Making the blocking system as it was is silly. All they need to do is increase the block rate not change it back to what it was.
    Quote Originally Posted by DNO View Post
    And "Blocking" Will Solve that? no Linking, Combos, and team combos will get there much faster.

    I mean no body plays Great action games like Devil may cry, God of war, and Ninja gaiden for their awesome "blocking" lol. We want the fighting to be fun and blocking isn't the system we should be working on here.
    Quote Originally Posted by DNO View Post
    I think the fun should come in systems that are fun (like linking mobs, AOEs, Combos, team combos etc.) Not ...blocking....
    Quote Originally Posted by DNO View Post
    Yes basiclly this. We are getting a better battle system. Making the blocking system as it was is silly. All they need to do is increase the block rate not change it back to what it was.
    Quote Originally Posted by DNO View Post
    And "Blocking" Will Solve that? no Linking, Combos, and team combos will get there much faster.

    I mean no body plays Great action games like Devil may cry, God of war, and Ninja gaiden for their awesome "blocking" lol. We want the fighting to be fun and blocking isn't the system we should be working on here.
    Quote Originally Posted by DNO View Post
    I think the fun should come in systems that are fun (like linking mobs, AOEs, Combos, team combos etc.) Not ...blocking....
    you are far off the point of the thread, from what I see either:

    1. you havent read anything but just post
    2. you read everything and fail to understand the point of the thread or fail in thinking
    3. you fail to see that this is a battle system fix which havent anything to do with the thing you mention

    Quote Originally Posted by Holland View Post
    The direction the battles are heading in FFXIV with individual combos from everyone, including the tank, and battle regiments later on will allow for more engaging and dynamic battles (Hopefully).

    What you are suggesting is simply making one of the damage mitigation skills to be renamed as blocking/parrying and have a set amount of damage that it can absorb, like Stoneskin or Phalanx. For the moment, without really looking at how battles will be come 1.20, I would say wait until you try how battles will play out.
    if you read "note 2" I have already mention the thing you said about not in deep or detail, but you are also missing the point as well when you mention "stoneskin" but I am not gonna argument in this

    the new battle system doesnt have anything to do with this, because Block system above is a separate system it wont interfere with combat system else I I wont post it here now but wait until 1.21
    (0)

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