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  1. #1
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    Mar 2011
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    Enemy elemental weaknesses and elemental wheel should be retooled!

    With the changes to this game BLM(previously CNJ, and now THM), specifically no longer having access to every element, I feel that enemies elemental weaknesses, along with the wheel, need to be retooled. One thing that helped make a nuker either good or bad, was knowledge or what element was best against each enemy, but with the current set-up, in many cases that's just not possible to really have that choice, since Aeroga and Stonega are CNJ only, and damage water spells are no where to be found.



    The elemental wheel. Previously every element was strong against one element and weak against another, in FFXI it was 1 wheel with 6 elements (light and dark were separate). In FFXIV it is currently 2 mini wheels consisting of 6 elements, 3 per wheel. I'll get to Aero, Water, and Earth later, right now, I'll talk about the elements that THM has access to.

    There are two ways to deal with this (well, a lot more than two, but I don't have that kind of time), one in an FF way, or one that's more truthful (not real, close, but different).



    The FF way would be a wheel Fire would beat Ice and be weak to lightning, Ice would beat lightning and be weak to fire, and lightning would beat fire and be weak to ice, so the wheel would look something like this:

    Fire > Ice > Lightning > Fire

    Or it could go the other way, Fire > Lightning > Ice > Fire. This is the FF way, it doesn't need to make complete sense. And that's all I need to explain for the FF like way.



    The other way is a more truthful way, no wheel at all, and a more case by case basis. Their weakness/strength would be independent based on each enemy, possibly enemy composition (Metal, leather skinned, scales, furry, made of a specific element like the earth/fire/wind/ice/water/lightning elementals....etc).

    Think of those three elements as inherently destructive, Fire burns, Ice freezes, and Lightning....well it destroys. Enemies would not necessarily be weak or strong to any element, some would be weak against all magic or any combination, some would be strong to all magic or any combination. This is a totally unrestricted way to develop enemy content without being tied to any pattern, this would be my ideal way.



    Now I previously mentioned that I'd get to the other three elements. If you really think about them, Earth spells should be physical, be it blunt, slashing or piercing. Wind is similar, as Ron "Tater Salad" White once said, "it's not that the wind is blowing, it's What the wind is blowing", so most wind spells would also be physical based. They could have the added effect of Wind being strong against flying enemies (the wings would act like a sail on a sail boat, sending the enemies truly flying) and Earth being strong against ground enemies (quake).

    Water is an interesting one, sure you could water board enemies, but it's not piercing, or slashing, and it takes quite a lot for it to do blunt damage, but combined with any of the destructive elements, it could be dangerous, make give BLM or THM an additional spell, water based, that every other spell can combo on. Fire + Water, Boiling water scolds, Lightning + Water, Water conducts electricity, Ice + Water, everything feels colder when your wet (and anyone with an older brother would tell you how much it can suck to touch a metal pole with your tongue in the winter).

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  2. #2
    Player

    Join Date
    Mar 2011
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    144
    Like this post if you dislike......and how dare you!
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