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  1. #151
    Player Andrien's Avatar
    Join Date
    Mar 2011
    Posts
    2,437
    Character
    Andrien Bellcross
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 50
    wth who brought this dead thread back to life?
    (0)

  2. #152
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Jocko View Post
    As of right now, pure DPS is all that matters. With the current system, debuffs as well as tactics such as positioning, stunning to prevent WS's from going off, kiting, anything in general really are made completely useless. That not only makes combat feel dull, but also harms the creativity and viability of interesting class types.
    Stuns would have to be on lower cooldowns, or introduce interrupts and give them the lower cooldowns so that the stuns can then be used for crowd control instead.

    Debuffing has to get away from the asinine design of FFXI, and that requires re-imagining a whole bunch of the spells. Paralyze preventing actions on proc is OP'd. Silence preventing spell casting is OP'd. Amnesia as we knew it in XI was OP'd from a player character perspective (hence why players never got access to it). I would even venture and say we should shift towards group buffs provided by different classes (both War and Magic disciplines), and perhaps design debuff potency so that in a 24-man raid the debuffs stack up to a certain point to avoid overlap. Something like DRK using Riot Blade to reduce defense, then RDM using Dia to lower defense even further, and both effects stacking. Say you don't have a DRK but have a DNC instead in that DPS slot; then you can have them use Box step to help your group reach that Defense Down cap on a boss level mob.

    Classes like Green Mage would completely flounder. Longer, more varied battles would alleviate those issues.
    I disagree. Green Mage would suffer if it was limited solely to buffs and debuffs. It would have to be (IMO) designed as a HoT-focused healer to enter the healer roster alongside WHM, with some buffs to help the group out (+Attack, +Spell Power).
    (2)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  3. #153
    Player
    Sasagawa's Avatar
    Join Date
    Mar 2011
    Posts
    272
    Character
    Seriy Anaplian
    World
    Moogle
    Main Class
    Marauder Lv 50
    I agree with alot of people here

    FFXI style fights but with some of the speed introduced from FFXIV

    TBH reason I dont party anymore since they sped up fighting in 1.21 is because the fights dont require any skill at all its just another hurdle rather than a learning experience (which levelling should be).

    People who get to lvl 50 in this new system dont know how to use their jobs properly simply because they never get to practice unless on an actual boss to which most linkshells get frustrated at you then weh hey rage quit !.

    So in conclusion

    Longer fights would alleviate the problem noted above and give those of us who enjoy battles another thing to enjoy. you knew in xi when u had a good tank or a good healer etc. and it was a great feeling being re invited back to parties based on your reputation for being good at your job.
    (1)

  4. #154
    Player
    Jocko's Avatar
    Join Date
    Mar 2011
    Posts
    404
    Character
    Cecilia Amor
    World
    Gilgamesh
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Duelle View Post
    Debuffing has to get away from the asinine design of FFXI, and that requires re-imagining a whole bunch of the spells. Paralyze preventing actions on proc is OP'd. Silence preventing spell casting is OP'd. Amnesia as we knew it in XI was OP'd from a player character perspective (hence why players never got access to it).
    Paralyze does not have to prevent actions on proc, rather, giving each action a chance to be interrupted on use seems perfectly reasonable [Edit: I just realized how dumb what I said was ]. Preventing spell casting isn't OP at all, really. Not every mob has to be susceptible to every debuff, and those that are can have differing amounts of resistance. Bringing a class with silence to a boss that is somewhat susceptible is a valid strategy, sacrificing potential dps for potential utility. Another example, if mobs could be grouped (Much like they are in traditional FF titles), debuffs like silence could be used to CC certain mobs while others are taken out first, having a class' playstyle revolve around keeping specific mobs locked down.

    Quote Originally Posted by Duelle View Post
    Say you don't have a DRK but have a DNC instead in that DPS slot; then you can have them use Box step to help your group reach that Defense Down cap on a boss level mob.
    To me, that sounds like the homogenization of classes that we're trying to avoid. Not every class needs to be good (Or even viable) at every facet of the game. Having classes excel in particular areas creates class uniqueness and elements of strategy with class formation. You can argue that people disliked being locked out of content due to elitism in XI, but XIV is designed around having multiple capped jobs fairly quickly, so I don't find that an issue. An area where debuffs shine, and an area where they don't. Bring a Green Mage to one, and something else to the other. I don't see a problem with this.

    Quote Originally Posted by Duelle View Post
    It would have to be (IMO) designed as a HoT-focused healer to enter the healer roster alongside WHM, with some buffs to help the group out (+Attack, +Spell Power).
    Then it's not a Green Mage
    (1)
    Last edited by Jocko; 07-03-2012 at 06:06 PM.

  5. #155
    Player
    SuzakuCMX's Avatar
    Join Date
    Apr 2011
    Location
    Great Gubal Library
    Posts
    2,034
    Character
    Peach Parfait
    World
    Gilgamesh
    Main Class
    Weaver Lv 70
    Quote Originally Posted by Jocko View Post
    Then it's not a Green Mage
    Green Mage is pretty much impossible to implement since WHM and BRD have all the buffs and BLM has all the debuffs and crowd control.
    (2)

    Peach Parfait/Khulan Angura on Gilgamesh

  6. #156
    Player
    Jocko's Avatar
    Join Date
    Mar 2011
    Posts
    404
    Character
    Cecilia Amor
    World
    Gilgamesh
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by SuzakuCMX View Post
    Green Mage is pretty much impossible to implement since WHM and BRD have all the buffs and BLM has all the debuffs and crowd control.
    Blind, Oil, Silence, Poison, Confuse, Disable, Zombie, Mini, Frog, Petrify

    Float, Berserk, Invis, Astra

    And of course, mace weapon skills focused on crippling foes. There's plenty of stuff to work with when making a Green Mage
    (1)

  7. #157
    Player
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,964
    Anything would be better than the faceoll that pople call combat currently.
    (1)

  8. #158
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Jocko View Post
    Paralyze does not have to prevent actions on proc, rather, giving each action a chance to be interrupted on use seems perfectly reasonable.
    I'd be more for it giving the mob penalties to attack and accuracy.

    Preventing spell casting isn't OP at all, really. Not every mob has to be susceptible to every debuff, and those that are can have differing amounts of resistance. Bringing a class with silence to a boss that is somewhat susceptible is a valid strategy, sacrificing potential dps for potential utility.
    While creating a niche that makes that class required. That's something we should try to avoid so that you can have several group comps that are capable of doing the content. I'd rather have the melee DPS organize themselves into an interrupts rotation or something along those lines.

    Another example, if mobs could be grouped (Much like they are in traditional FF titles), debuffs like silence could be used to CC certain mobs while others are taken out first, having a class' playstyle revolve around keeping specific mobs locked down.
    Sleep, Bind, Toad can be used as CC. Sleep and Toad could break on damage while Bind could have a damage threshold before it wears off.
    To me, that sounds like the homogenization of classes that we're trying to avoid. Not every class needs to be good (Or even viable) at every facet of the game. Having classes excel in particular areas creates class uniqueness and elements of strategy with class formation. You can argue that people disliked being locked out of content due to elitism in XI, but XIV is designed around having multiple capped jobs fairly quickly, so I don't find that an issue.
    It's still an issue because if I want to come to a dungeon as a Dragoon, then I should be able to come as a Dragoon without being a hinderance to the group. If my prayers are answered and Red Mage is designed around front line combat+magic in this game (check my sig for the link), then you can damn well expect to see me to show up to everything as Red Mage.

    We're way past the point where you can force people to level jobs they want nothing to do with, armoury system or no. Niche gameplay sucks and we should avoid recreating the party dynamics of FFXI.

    Then it's not a Green Mage
    One-trick ponies no longer cut it in MMOs. Something has to give. Geomancer was recently re-imagined as a debuff/buffbot despite being the guy that could equip a big axe and had free elemental spells. I don't see why Green Mage couldn't be re-imagined into something more fitting for an MMO.
    (1)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  9. #159
    Player
    Onisake's Avatar
    Join Date
    Mar 2011
    Posts
    372
    Character
    Naomi Onisake
    World
    Sargatanas
    Main Class
    Marauder Lv 50
    Not a fan of the kill a mass number of mobs in as little time as possible to instantly get exp chain 12.

    would like more skill based combat for leveling. leves i think are fine as is, but the world mobs could use some beefing up.
    (1)

  10. #160
    Player Eekiki's Avatar
    Join Date
    Mar 2011
    Posts
    3,214
    Character
    Kickle Cubicle
    World
    Balmung
    Main Class
    Rogue Lv 90
    Taking three minutes to kill one monster is fun?

    No. We don't need longer fights (not against normal monsters, anyway). We need more structured combat. The same kind of structure and strategy we require to take down primals should be replicated (on a much much smaller scale) when it comes to fighting world mobs.

    Case in point: djiggas. Used to be, we had to be very careful when fighting these, because every time they were hit with a weapon skill, they'd counter with nasty AoE poison. Too much WS spam, and you'd quickly wipe your party. They still do this, as far as I know, but it doesn't matter anymore, because we got buffed and they didn't.
    (0)

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