


A mentor stole my house, slapped me across the face, and raised my ping from 15 to 30. Literally unplayable.
#GetSelliBack2016


They will not be taking out mob AoEs and markers. This is a staple part of combat and would require them to rework every mob in the game, including overworld trash mobs. The likely changes you will see are:
1) Streamlining of action combos
2) Rework of cross job skills (we already know know this is becoming role skills, just not the fine details)
3) Removal/reworking of underutilized skills (once more we know this is happening, just not the details)
4) Changes in damage calculations based on stats, potency and weapon damage, likely minor tweaks
5) Refinement of action animations including animation locks
Beyond those, I wouldn't expect much else.
The sum of all hunt arguments over early pullers: http://goo.gl/IFT9IE


Wouldn't read too much into this one. They had to 'adjust damage calculations, etc' in HW expansion too.
Amounted to little more than tuning the scaling curves of stats to accommodate the new max lvl & ilvl. They have to tweak the pipe-work to keep the stats to yielding what they currently do.
Will have to do that again no doubt.
Last edited by Xenosan; 05-13-2017 at 04:40 AM.
The battle system change will not effect the way we fight enemies now? For example, they are still keeping "stay out of the red zone" mechanic when fighting bosses and mobs? ?
Battle System changes refer to the revamping of the current "Cross Class" system because of it's restrictions when becoming jobs. The restriction being that currently a job can only cross-class from 2 other classes, but since HW and now SB are job only, cross-class becomes an archaic system since it provides 0 means to be able to cross-class from those 5 jobs.
The other change is re-evaluation skills and abilities in the game and removing them based on how useful they are, for example they noted Fracture as an ability that could either be changed or removed because as it stands for a lv 60 WAR it's ability actually hurts WAR's flow rather than assist.
But I believe those are the two main points, they aren't going to remove the indicators for attacks or anything like that, battle revamp relates to changing the current "Cross-class" system and cleaning out class/job abilities that have become outdated/useless.
The one job only people? I'm pretty sure the reason for them changing the skill system is to do away with 2.0 content going forward. Besides the cross class system was so poorly implemented to start with you almost had to level up an entire class just for one skill to properly utilize your main class. All the classes should of already had access to all the skills they needed in order to function, it's mind boggling why they didn't do this with 3.0.
This is as well. This game does a horrible job presenting information, either it doesn't do it or it does it to little to late. I tried tooth and nail to get a friend of mine to play this game. He wanted to try all the classes out to find the area he preferred to play as, this was before the Novice Hall came out, and he didn't want to take up other people's time while he was learning the basics of each 3 classes. When Novice Hall came out I told him how they implemented it and he thought it was slap in the face to start what he calls "the training quests" when you already slogged through a few levels of the game with no mention of a guide that helps people.They might not know they need to get it. The game doesn't tell you, you need certain skills. You only learn from people telling you or researching your job. New people coming into the game don't usually do detailed research into jobs. They just pick them up and start playing. Provoke or gld skills are not "needed" for normal questing. Learning this information comes more naturally the longer they play.There are some players that are bad but not knowing to level gld for DRK doesn't automatically make you bad, if you don't know. The game should guide new players a little more in that area. I'm glad they are changing it. If you need a skill for certain jobs, the game needs to tell you about it or give it to you.
Last edited by Jetstream_Fox; 05-13-2017 at 04:22 AM.
I think you're right as to the motivation, but it's sad to see. The class system was intended to fill the same role as the Subjob system in FFXI, which provided an astonishingly deep level of customization, particularly when participating in low-man / solo content. I don't think sacrificing this mechanism on the alter of simplicity and accessibility is the right way to go.The one job only people? I'm pretty sure the reason for them changing the skill system is to do away with 2.0 content going forward. Besides the cross class system was so poorly implemented to start with you almost had to level up an entire class just for one skill to properly utilize your main class. All the classes should of already had access to all the skills they needed in order to function, it's mind boggling why they didn't do this with 3.0.
That said, CLEARLY the current cross-class system doesn't provide any real semblance of choice or customization. It needs to be addressed. I just disagree with the notion that classes should come 'pre-packaged' so to speak.
The "depth" in FFXI's subjob system was a false choice though. Sure you could technically do whatever you liked, but in my 10 years the community always had BiS and god help you if you deviated even a little.I think you're right as to the motivation, but it's sad to see. The class system was intended to fill the same role as the Subjob system in FFXI, which provided an astonishingly deep level of customization, particularly when participating in low-man / solo content. I don't think sacrificing this mechanism on the alter of simplicity and accessibility is the right way to go.
That said, CLEARLY the current cross-class system doesn't provide any real semblance of choice or customization. It needs to be addressed. I just disagree with the notion that classes should come 'pre-packaged' so to speak.


I don't get why you would put depth in quotes or talk about false choice. There's one way to play NIN in this game. In XI, there was /RNG for shuriken spam and /caster with elemental spam at certain level ranges with /WAR for tanking. And there were oddball combinations for various jobs in various endgame fights over the years that saw the light of day that wouldn't be considered the normal way you'd play the game. My "depth" in XIV is I either execute the optimal BLM rotation or I fix what I did wrong the next time I do the fight.
If you want to talk about communities being stupid in how they acted, XI was insular and didn't like anything out of the ordinary while XIV is hostile with unreasonable expectations and just complains all the time (check 24 man raids or party finder, and a good recent example was when Zurvan came out).
So long as XIV is a game with no room for "depth," it wouldn't matter how much work they put into a cross-class system. Better to just remove it if it's just going to not be used well.
Last edited by NovaLevossida; 05-14-2017 at 11:38 PM.
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