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  1. #1
    Player
    Choc's Avatar
    Join Date
    Mar 2011
    Posts
    68
    Character
    Choc Semnal
    World
    Cactuar
    Main Class
    Carpenter Lv 22
    Quote Originally Posted by DoctorMog View Post
    Elemental wheel still exists, and even though stats are not effective as they can be, elements still exists and this is still more than most other MMOs can say that don't carry this feature. Wow, Aion... All have elements, but play almost NO role in monster weaknesses. Fix stats, and this becomes a WONDERFUL strategy to pay attention to. It already is worth doing, so don't get me wrong here, pay attention to it.

    Monster weapon type weakness is more effective than people give credit for, I urge you to test for yourself and find 2 player with equal stats but with different weapons, one effective vs the monster you are fighting and one ineffective, nothing ground breaking but it is definitely worth paying attention to.

    Affinity isnt what people think it is. Affinity KEEPS class uniqueness by penalizing the skills off-class. The classes in FFXIV are unique on their own right because of affinity. When you fight a crab NM for instance, you want archers and lancers for piercing weaponskills and attacks that are innate to the classes. While you CAN have your PUGs and MRDs use piercing attacks, they will never be as effective as LNC and ARC at dealing with crabs and this creates the class definition people are complaining doesn't exist. Well, it does.

    Light strike and heavy strike are not the only skills in the game, far too many people aren't purchasing these skills with guild marks, they are HIGHLY effective if used correctly:

    Archer:
    -Close Shot: Attack with your bow, dealing projectile damage and rendering the target immobile.
    -Light Shot: Attack with your bow, dealing projectile damage.
    -Heavy Shot: Attack with your bow, dealing projectile damage and reducing the target's TP.
    -Far Shot: Heighten the angle of your attack, increasing range and reducing attack power

    Lancer:
    -Heavy Thrust: Attack with your polearm, binding the target.
    -Light Thrust: Attack with your polearm, dealing piercing damage.
    -Pierce: Attack with your polearm, dealing piercing damage to the target and all enemies between.
    -Full Thrust: Attack with your polearm, dealing piercing damage and increasing TP

    Gladiator:
    -Light Slash: Attack with your sword, dealing slashing damage.
    -Light Stab: Attack with your sword, dealing piercing damage.
    -Heavy Slash: Attack with your sword, dealing slashing damage and increasing enmity.
    -Heavy Stab: Attack with your sword, dealing slashing damage and increasing enmity.

    I wont go on, too much spam, you get my point... there is more here than heavy and light attacks. People aren't using them, if you are, good for you!

    Yoshi admitted battle regimens in their form, not functionality were not working correctly. The mechanic of using them is indeed clumsy, but the idea of teaming up for a larger attack like skillchains in 11 is not "broken" simply the mechanic of how it is being done is what they are going to take a look at. Do not mistake the method of doing battle regimens with the outcome or effect of them. These are different things.

    It does not change my point that battle regimen EFFECTS are something that people are not looking at or using effectively. Regardless of HOW they happen, people aren't using them for their effects.

    Also, coordinating BRs with a group of people that know its coming and know how to look and see that another player has TP doesn't take 20 seconds to accomplish. My shell does them effectively and efficiently in anything we do. Yes it takes practice and coordination to do them. BRs are only as effective as the people behind the keyboard sir. Don't blame the mechanic because you are playing with people who can't do them.

    And finally, healers didn't skillchain in 11 either, doubt that's going to be a ground breaking thing here, not sure why you brought it up... In this game however, they can if they want and healing isn't needed. The mele in this game all have heals at their disposal and if healing is at all an issue for you in this game, well, you are bad. AOE healing is absurdly simple, keep all the mele together and you should have no issue Cure 3ing them to full pretty easy. Unless of course you mean NM's, in which case your healers shouldn't be BRing anyway....
    No element affinities arent worth paying attention to, Naturally I do this without even noticing it as years of playing various ff games has taught me to use thunder on water elemental creatures, but like I said ive been a conjurer since beta and while there is a very very very small difference in the end it doesnt really matter to stress over it.

    None of those special effects from weaponskills are useful aside from the classes that already have them. Binding mobs? I tried it a couple times, but nearly everything has a ranged attack anyways so it doesnt prove as a strategic advantage, and mobs dont run away aside from a very limited number of leves. Having a skill to bind 1 mob for 1 leve isnt exactly useful.

    TP increasing attack is less effective than something like siphon tp, or invigorate or other skills to raise tp, also while Ive never used it cross class I doubt it will give more tp than your normal attack on your own class which would do much more dmg as well.

    Increasing enmity...not many classes aside from gladiator is going to want that. I suppose if you need to make due with tanking as a lancer it might help, although...again I dont play melee so I cant test out weapon skills. The only cross class ws casters get is levinbolt and flashfreeze, both of which i use on both casters.

    I dont get your point of nobody buying skills with guild marks though, maybe its just the people you run into. Guild marks are insanely easy to come by, and I have nearly 100k on my 2 classes with no purpose (have bought all skills). Everyone I talk to has bought all their as well. FYI the only one I really can get is natures fury (or other variations) and I love it.

    So limiting the use of battle regimens to ONLY our immediate friends/ls mates is a good idea? This is supposed to be an mmo and people are usually encouraged to party/socialize with everyone within the game, not just who you usually hang out with. BRs should be at least doable/worth your time with those random groups you happen to join up with.

    As you said healing is insanely easy/simple in this game. It would be nice to give us something to do other than casting Cure III over and over again with aoe on, since theres no downside of having it turned on (another stupid idea imo) and its our only healing spell unless you count sacrifice. Which is another major concern I have with XIV, healing is always my forte. Its the most fun I have on any mmo, yet how simple and boring they made it in this game is mind boggling. Did they want healing to just not be an issue in this game? want to make it easy? or just not care about the people who find healing fun?

    Yes most classes will have various healing abilities, but hardly any of them use it because its the healers job to heal, those are meant to be available mostly as a panic button...so no casters job is primarily to just cure III nonstop.
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    Last edited by Choc; 03-21-2011 at 01:01 PM.