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  1. #1
    Player
    MorbolvampireQueen6's Avatar
    Join Date
    Jan 2019
    Location
    gridania
    Posts
    640
    Character
    Nagini Kagon
    World
    Brynhildr
    Main Class
    Astrologian Lv 80
    i agree with most of this however i disagree with the magiboard thats my favorite thing making elements matter is how ff is suppose 2 be

    the only change 2 board is it shouldn't tell you what element is strong or defensive.
    you should have 2 learn that the hard way.

    also if ur on water fighting a water ur attacks should heal the creatures not do just low dmg not enough punishing for using same ele as nm or creature
    (3)

  2. #2
    Player
    Kalise's Avatar
    Join Date
    Dec 2018
    Posts
    1,784
    Character
    Kalise Relanah
    World
    Cerberus
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by MorbolvampireQueen6 View Post
    i agree with most of this however i disagree with the magiboard thats my favorite thing making elements matter is how ff is suppose 2 be
    But it doesn't make elements matter.

    It's literally "Turn the wheel to the sword icon" in all scenarios outside some specific beyond max level enemies where a Tank will have to use full defensive.

    It doesn't actually do anything beyond that. It doesn't change your skill animations to be elemental themed. It doesn't give your attacks any elemental effects (Burning for Fire, Freezing for Ice etc). It's literally just, match the correct colours and do a ton more damage.

    Quote Originally Posted by Physic View Post
    the elemental leveling system is to create a self contained leveling system, which acts as an incentive and reason to kill monsters. As well as create goals, and danger in the map.
    Though, you can make reasons to kill monsters and create goals without that. Such as Hunts, Challenge Logs, Chain bonuses that actually give things etc.

    Also, the way it's currently implemented gives a poor sense of danger. Since, you can just stick to safe parts of the map by farming level appropriate stuff and then when you hit max level for the zone, you can run around 90% of the zone completely free and then it's only beyond max level stuff that actually matters...

    Quote Originally Posted by Physic View Post
    The problem with making gear matter more instead of elevel, is gear uses up space, and is a bit harder to give incrementally.
    How is it an issue when literally, the primary reason to go to Eureka, is to farm to upgrade the gear?

    With the secondary reason being to farm for the vanity items.

    The tertiary reason being to actually see the story for the place unfold.

    To say nothing about how easily the place gets you to the Tomestone cap, allowing you to purchase that gear to boost your item level in lieu of farming.

    Quote Originally Posted by Physic View Post
    As far as new mechanics, Hunts work.... but arent hunts basically fates?
    Not really.

    Rank 1-3 and B Hunts are nothing like FATEs.

    A and S are more like FATEs, but are also the minority of the overall currency generation from Hunts.

    Quote Originally Posted by Physic View Post
    They kind of already have treasure hunts with the bunny fates, but they could reskin it, and make the treasure hunt spawning part be more varied and interesting.
    But that's not what I was asking for.

    That's "Do a FATE, follow a bunny to a Treasure Map type hidden chest"

    What I was suggesting was, actually visible Treasure Chests that you can just stumble on randomly. That can make actually going around and exploring to find chests something viable to do, independent of FATEs or grinding mobs.

    An example of this, would be in WoW's Timeless Isle. Which, did have randomly spawning chests about the place, with some of them being hidden or obscured (Such as inside tree trunks that you could only see into with your camera at a certain angle, or hidden between some rocks or in some dense foliage etc).

    It allowed for a gameplay where you could earn the currency for the place by just running around looking for these chests that would often be missed by players.

    Which was a welcome change of pace from the "Run around and hope to get into a party to take out a Rare spawn to get enough credit for loot" and "Get a party and mass farm enemies" gameplay that made up other parts of the content (Sound familiar? )

    To be honest, the place also did have some (Albeit one time only) jumping/platforming puzzles that lead to chests too, which were quite fun. Especially given that some of them had you dealing with the enemies in the zone (Either killing them, or bypassing them because they were dangerous)

    All of this was without the need for "Elemental Levels" (It just made dangerous places, dangerous for everyone. Not just low levels) or putting everything behind "Farm worthless trash"/"Farm NM's" type content

    Which is actually the reason why the majority of players hated Timeless Isle, because it got boring to do those things over and over for the entirety of its relevancy. Also, this was with trash actually having mechanics too, such as the Frogs that stacked a debuff which when it got high enough would instantly kill you, the elementals that would deal massive damage attacks in odd patterns (Think Serket from Anemos), enemies that would spawn massive slow moving Golems that were invulnerable and hit like a truck so would force you to keep kiting them as you killed the enemy, enemies that could be killed easier if you had a buff from a fire sprite type enemy that would spawn in certain locations throughout a cave etc.

    Like, one of the primary issues with Eureka, is that it heavily promotes just doing 1 of 2 things. Farming FATEs (Either regular FATEs with the Train or Bunny FATEs) or farming specific trash mobs (Which was also necessary to spawn FATEs...)

    Which gets repetitive. With little to no alternatives to do at all.

    While, I'm suggesting it should get more alternatives, that would get people doing things continuously, providing some variety and allowing stuff like FATEs to pop up randomly and then draw people in to take them out before going back to something else.

    Since, I don't think having 90% of the instance AFKing waiting for a NM spawn was the intended "Jolly Co-operation" type of gameplay that was in mind for this type of content. Heck, even Timeless Isle didn't have AFKers (Not that it mattered, since Rares only scaled with the number of people hitting it, not that were in the zone) because there was always something to be doing. With the worst case being you just come in and do your daily quests for their reward and then leave, for people who wanted to interact with the content as little as possible (With Daily/Weekly quests being similar to the Challenge Log. "Kill X enemies", "Kill 5 unique Rares", "Get X amount of currency in the week")
    (0)