Skillchains were a mechanic in FFXI which was the inverse of FFXIV's system. In FFXIV, you start out with 1000 TP and using Weapon Skills on GCD costs TP, which regenerates naturally at set intervals. This system used to mean eventually melees would run out and would require things like Invigorate or Goad to replenish it, but in 4.0 this was obviated. Now TP is just mean to penalize multiple deaths in quick succession.
In FFXI, you started off with 0 TP, and auto attacks (which were 1.5 - 6.5 seconds in length, depending on haste buffs/equipment/weapon type) accrued TP dependant on their delay, with heavier weapons dealing more damage but accruing more TP (and sucked especially for heavy weapons because accuracy capped at 95%). At >100% TP you could use a Weapon Skill, which dealt a consider amount of damage to targets your level or below (most could 1-shot them), but with the right gear and buffs could one-shot or close to one shotting mobs 6-7 levels above you. A melee that used a weapon skill after one preceeding it sometimes proc'd an extra explosion of elemental energy (depending on the skillchain properties of the 2 weaponskills used in the sequence).
You had about 2 seconds to use your WS to proc the Skillchain explosion after a WS that proceeded, so melee needed to coordinate and watch their co-melee. All weapon skills that hit the target (except for a few oddballs) had properties. You could even chain 3-4 weaponskills together and create more complex skillchains procing off of lower level ones. The skillchain explosion dealt damage equal to 50-300% of the weapon skill that activated it, in elemental magic damage (lv1 SC could be any of 8 elements, lv2 SC were dual-elements, Lv3 SC were 4 elements). Additionally, mages could deal vastly increased damage in a short 3-sec window after a skillchain if the spell corresponded to the element of the skillchain, and debuffs would gain increased chances of sticking as well (magic resistance was a thing).
This was a way for melee and mages to synergize, and on mobs that had vastlyyyy high defense (like bosses/raids), this was a huge boon, because melee was often heavily resisted but magic was usally not. For example, fighting Nidhogg in XI, a DRG could use Wheeling Thrust for 700 damage (loldrg), and a SAM could use Tachi: Kasha for 1200 damage, which would create "Skillchain: Light", dealing an extra 1200 damage (if the order was reversed, it would only have done 700 because which ever WS closed the skillchain is the damge that the skillchain does--so you had "opener/closer melees". Because "Light" was a level 3 skillchain comprising of Lightning/Fire/Wind/Holy, any spells of those elements would be buffed. So right when the DRG used Wheeling Thrust, you'd have 5-6 BLMs begin casting Thunder IV (which was about 7-s cast). When the SAM used their skill, the skillchain would proc and the BLMs would have finished casting and then you'd have a volley of 3000 damage Thunder IV's go off. Then this cycle would repeat as soon as the DRG and SAM regained >100% TP, which was about 7-10 autoattacks (so about 20-40 seconds, depending on haste/accuracy/double attack procs/buffs that increase TP gain like Jump or Meditate, etc).
Anyway, because in FFXIV each melee has their own proc and combo system, and some synergize well in terms of debuffing the target to slashing or giving everyone crit buff, etc, there's no need for a skillchain system. Ranged refresh TP/MP, casters reduce magic damage, melee reduce physical damage, tanks reduce oncoming damage, healers shield and buff. Each role synergizes with another already. Since FFXI jobs were mostly independent, the only way they could synergize is with SC/MB.
As for bazaars, we had something like in 1.0 but it wouldn't work in FFXIV now. Think about it....if you saw something you liked in someone's bazaar and they teleported away, you can't buy it. People are popping in and out of existence with joining duties/raids and porting to aetherytes, not like in XI where transportation was almost always relegated to footing it (no mounts in dungeons or in-door areas). So they gave us retainers which are static bazaars that don't move that people can visit and buy items directly from them, while we're out adventuring. We also have market board which is vastly superior to the FFXI auction house because the price of the items listed is not hidden and we don't have to bid to win it, moreover we can search for the item we want...in FFXI you had to go through a series of menus and there was no way to search by typing in a search term.


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