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  1. #81
    Player
    Brimstonelove's Avatar
    Join Date
    Feb 2012
    Location
    Stilwell, OK
    Posts
    80
    Character
    Saint Brimstone
    World
    Mateus
    Main Class
    Fisher Lv 70
    I'm good with the battle length here. I've played quite a few online games where the kills are often even quicker...and some much slower. This one is a good ground for me.
    (1)

  2. #82
    Player

    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    3,208
    Quote Originally Posted by Wynn View Post
    I want my fights to feel like Final Fantasy fights. That means they should last longer than five seconds unless the enemy is significantly below your level. I would prefer xp, however, to not increase as we currently level far too fast and need a speed redux. I leveled PGL, LNC, and MRD from 14, 10, and 10 all to 30 with a 48 hour period a few days ago. That's pretty ridiculous if you ask me, but that is a subject for another thread.
    Well, lucky for us they are speeding up the leveling process!~ Now everyone can get 50s EVEN FASTER!~
    (0)

  3. #83
    Player

    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    3,208
    Quote Originally Posted by fusional View Post
    if people find moogle/ifrit difficult, longer fights and more of a grind probably aren't going to help them much.

    besides, you only use thunder and thundara on ifrit anyway. how will having longer fights change anything?
    Well, I would say to that, make spells more useful.......... They took out a ton of abilities (poison, bio, dia, and many more) We hardly have any spells right now, and not many more are going to be added when jobs come out.... soo don't blame the mobs, blame the class for lack of function.
    (1)

  4. #84
    Player
    Rutelor's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    472
    Character
    Rutelor Mhaurani
    World
    Balmung
    Main Class
    Thaumaturge Lv 70
    Back in the days of a leve-centric FFXIV, I wrote this, and expressed hopes that the refurbished combat system would change it. More recently, I started this other thread.

    We're about to see the end of the refurbishing and it's still my main issue with the game. Yoshida has several times expressed his ideas about this, and they seem grounded in a much lighter, breezier combat concept than the one the community seems to be clamoring for. Please make your voices heard.
    (0)
    Last edited by Rutelor; 02-22-2012 at 07:46 AM.

  5. #85
    Player

    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    3,208
    Wow an old thread, even gifthorse is in it, I already had it liked as well ^.^
    (1)

  6. #86
    Player
    Rutelor's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    472
    Character
    Rutelor Mhaurani
    World
    Balmung
    Main Class
    Thaumaturge Lv 70
    Quote Originally Posted by Athaya View Post
    Leave the long fights for NM and boss battles.
    And let 90% of the game be boring and shallow, with neither danger nor menace?

    R
    (2)

  7. #87
    Player

    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    51
    I like the idea of slower fights. It would be great for when they introduce group combo's(skillchain equiv) giving people a chance to get their combo off and shine if they are doing good damage. Also, leveling is too fast.
    (2)
    Last edited by Turtle; 02-22-2012 at 07:33 AM. Reason: Grammer

  8. #88
    Player
    fusional's Avatar
    Join Date
    Nov 2011
    Posts
    1,170
    Character
    Veto Bahamut
    World
    Fenrir
    Main Class
    Archer Lv 1
    Quote Originally Posted by Rokien View Post
    Well, I would say to that, make spells more useful.......... They took out a ton of abilities (poison, bio, dia, and many more) We hardly have any spells right now, and not many more are going to be added when jobs come out.... soo don't blame the mobs, blame the class for lack of function.
    indeed, but it's a fine line between giving players the correct tools leveling up to teach them how to properly play their class, and bogging things down unnecessarily with grindy treadmill content. i came from ffxi, so i see the value in giving players enough time to apply buffs and debuffs, and time to use skillchains and magic bursts (which honestly was a really fun mechanic)- but the problem is... even 75 levels of that didn't seem to be enough for bad players to stop being bad.

    good players seemed to 'get it' by level 30-40 (if that), for the most part. everything thereafter was just itching for that new skill/spell/ability/equipment to test out before falling back into senseless grind until the next skill/spell/ability/equipment.

    i think yoshi and team decided to get rid of dots and debuffs because nobody really used them. and i do think that was mistakenly attributed to the player base, rather than the game design. people didn't ever really use them because there was really no use for them. and that's a design problem.

    i don't have a lot of hope for that stuff coming back anytime soon, but i do hope it makes it back in time for 2.0- because that kind of stuff tends to be clutch for endgame-type encounters. but i think the bottom line is that, for now, they're just trying to simplify things a bit, and then build on it from there. but i could be wrong.

    as far as lengthening fights when leveling, though? i vote no. absolutely not. to my experience it just has very limited practicality in teaching players how to play their jobs. if anything, we need more instances/dungeons and non-leveling content *on the way* to level cap with stronger monsters, boss fights and other objectives which force us to play better as a team and better perform our designated roles to succeed.

    i don't want every single little insignificant mob to be some kind of test or challenge. i'm not slow, i'm not stupid, i'm not bad. i don't need level after level of that kind of mindless repetition to know what i'm doing.

    but if we could have some dungeons at, say... level 15, and every 5 levels or so after that- i feel that would work a lot better. the mobs in there can be stronger, the fights can be longer, and there can be boss (like in toto rak) encounters. that's the kind of environment i'd rather learn in.

    leveling mobs should only be there for cursory testing of new abilities. if we want to really perfect our rotations and play styles, that's better saved for dungeon/instanced content. in my opinion, anyway.
    (2)

  9. #89
    Player
    AmyNeudaiz's Avatar
    Join Date
    Dec 2011
    Posts
    2,016
    Character
    Adahna Serafi
    World
    Excalibur
    Main Class
    Blacksmith Lv 80
    Would love for there to be tough mobs that give high EXP but take a while to kill and are just generally harder. But they have to appeal to casual gamers because of marketing policies so my hopes are not up in the slightest.

    (Heck, I'm all 50's and I'd probably still fight them.)
    (1)

  10. #90
    Player
    Finalfreak's Avatar
    Join Date
    Nov 2011
    Posts
    131
    Character
    Final Freak
    World
    Sargatanas
    Main Class
    Paladin Lv 90
    I defo would like longer fights. Cooldowns for like Gladiator are really ok for moogle or ifrit, but for crowd control (and especially cuzz the fight takes like 2 seconds) it's just useless. War Drum and Rampart are the only AoE voke that we have. And the cooldown is like 30 seconds for WD, 30 seconds for flash & 1:30 for rampart? With this short fights, these cooldowns are way too long. Gladiators don't learn how to use their skills in fight like ifrit or moogle because of this.
    I would like to see some stronger mobs, but in smaller groups. So that you can pull 1 or maybe 2 mobs at a time. Perfect to train your combos.

    So I defo vote YES! (liked it)
    (2)

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