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  1. #11
    Player
    Pognar's Avatar
    Join Date
    Jun 2018
    Location
    Ul-Dah
    Posts
    5
    Character
    Elrrerans Lukaza
    World
    Midgardsormr
    Main Class
    Dark Knight Lv 80
    Death is what i think would happen
    (1)

  2. #12
    Player
    TheMightyMollusk's Avatar
    Join Date
    May 2018
    Posts
    7,415
    Character
    Iyami Galvayra
    World
    Cactuar
    Main Class
    Red Mage Lv 100
    Sounds really boring.
    (5)

  3. #13
    Player
    tdb's Avatar
    Join Date
    Jun 2017
    Posts
    859
    Character
    Mikayla Rainstone
    World
    Lich
    Main Class
    White Mage Lv 80
    There would be no point in pulling more than one pack at a time because the DPS would have to kill mobs one by one anyway. It wouldn't change the survivability of mass pulls, provided that the DPS and the tank coordinate on picking mobs to attack, but pulling more than the absolute minimum would mean the healer would have to heal more and DPS less, so things would take longer to kill. More competence would be required from tanks because of healer aggro; some rotating between mobs would be necessary to keep them off the healer. On the other hand, if everything else was left as it is, there might be very little need for heals. Dungeon runs would take longer, maybe 30-40 minutes instead of the current 15-20 minutes.
    (2)

  4. #14
    Player
    StriderShinryu's Avatar
    Join Date
    Sep 2015
    Location
    Coeurl
    Posts
    1,298
    Character
    Alexalea Snowsong
    World
    Coeurl
    Main Class
    Red Mage Lv 90
    I think it could work if the game was designed around it. As is, sure it wouldn't work very well, but if the design encouraged smaller pulls by reducing the GCD and upping single target damage on both players and enemies it wouldn't be all that bad. In fact, it could make the combat more dynamic and fun. Force players to pick and choose the most dangerous targets. Force use of CC moves. Force tanks to concentrate more on gaining and holding aggro on multiple targets. Force the party to cooperate on target selection. Etc.
    (2)

  5. #15
    Player
    Aldora's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,004
    Character
    C'rysta Zeith
    World
    Sargatanas
    Main Class
    Archer Lv 90
    Quote Originally Posted by Saccharin View Post
    If I recall correctly there wasn't plans to have AoE spells when they first redesigned Ff14 but added them later in development. If you notice it wasn't until later expansions we got proper AoE toolkits.
    During 1.0 (before the jobs were introduced) we didn't have any spells specifically for AoE damage or healing. We had spells with which could toggle between "Single Target" or "Area of Effect". You would have to select the spell you wanted to use and toggle between the desired effects before you would conform the spell cast. This would only be available for certain spells, not all of them.

    Quote Originally Posted by Rentahamster View Post
    AOE Visual Overlay and AOE Toggle Improvements (sample pic)
    Here's another quick UI suggestion, this time to improve the AOE mechanic in the game.

    Visual mockup HERE:



    Problems with the current AOE toggle:

    It's cumbersome to use since the only time it shows up is right before you cast a spell.

    The actual "area" of effect is oftentimes hard to discern.

    Solutions:

    Have the AOE toggle button be present all the time, so that no matter what you are doing, pressing the 'z' hotkey toggles AOE on or off. This would help to prevent confusion.

    Have a subtle graphical overlay showing the actual area of your spell.

    Have additional subtargets show you clearly which other mobs are going to be hit with your AOE spell.
    Since the introduction of the Job system in 1.21 the toggle button was removed and we received specific spells for Single Target or Area of Effect usage. From that moment on, these were always in their design but there weren't that many of them at the start of 2.x. This resulted in mostly spamming 1 or 2 buttons and applying a DoT here and there. It was only with later expansion packs where they added more AoE abilities / spells, condensed them with the battle changes of a new expansion pack and finally "reintroducing" / expanding on them with Shadowbringers.
    (0)

    Credit goes to Niqo'te for her fabulous art in the "Nique's happy fun time!"-thread and Nix/Capa for the Caitlyn drawing to the right. \(^_^ )/
    Give her your support by liking their art!

  6. #16
    Player
    Liam_Harper's Avatar
    Join Date
    Feb 2018
    Posts
    3,470
    Character
    Liam Harper
    World
    Zodiark
    Main Class
    White Mage Lv 90
    Quote Originally Posted by tdb View Post
    Dungeon runs would take longer, maybe 30-40 minutes instead of the current 15-20 minutes.
    I think this is an exaggeration personally. Judging from Offensive Mastery Squadrons, which rarely aoe but can shred through Aurum Vale or Sohm Ahl in 12 minutes, a decent group could clear a dungeon in reasonable time, maybe losing 5-10 minutes or so. 40 minute groups with players who don't aoe are usually because those players are just awful in general and not putting out single target burst either.

    DoT's would probably see use, tanks would have to rotate through each mob in the pack for aggro, maybe marking an initial focus target and healers could go all out on dps. Overall probably a bit more boring, but there would be room for designing danger mobs and requiring CC.

    Healing has interesting aspects in raids. You'd certainly need to heal more since a raidwide could demand up to 8 single target heals. You'd want to communicate with your co-heal, such as assigning a tank and 2 dps each. Mitigation would gain major importance and Bloodbath, Second Wind, Addle and tank raid defensives would make a very noticeable difference. There are merits to reducing the aoe toolkit, currently aoe heals are ridiculously strong to the point that just spamming Medica II blindly is getting many inexperienced players Savage tier clears.
    (2)

  7. #17
    Player
    Videra's Avatar
    Join Date
    Nov 2018
    Posts
    738
    Character
    Videra Svenay
    World
    Balmung
    Main Class
    Warrior Lv 83
    I'll pass.
    (1)

  8. #18
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    2,949
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Liam_Harper View Post
    I think this is an exaggeration personally. Judging from Offensive Mastery Squadrons, which rarely aoe but can shred through Aurum Vale or Sohm Ahl in 12 minutes, a decent group could clear a dungeon in reasonable time, maybe losing 5-10 minutes or so. 40 minute groups with players who don't aoe are usually because those players are just awful in general and not putting out single target burst either.
    Keep in mind that Squadrons with fully maxed Offensive Mastery deal significantly more damage than players would do at lower levels and have access to skills that players do not.
    (3)

  9. #19
    Player
    Jojoya's Avatar
    Join Date
    Feb 2018
    Posts
    9,091
    Character
    Jojoya Joya
    World
    Coeurl
    Main Class
    Bard Lv 100
    Quote Originally Posted by Absurdity View Post
    Keep in mind that Squadrons with fully maxed Offensive Mastery deal significantly more damage than players would do at lower levels and have access to skills that players do not.
    They're also able to ignore most AoEs as they take greatly reduced damage. They don't lose DPS trying to dodge mechanics unless the player instructs them to withdraw.

    On the other hand, they don't really think for themselves. They target the first enemy to hit their enmity table even if that's not the best one to kill first - and that's not always the same enemy for all of them. They lack the coordination an alert group of players would have.

    I doubt dungeons would take as long as people fear, especially since dungeons would get redesigned around the lack of AoE. If someone wants the challenge of clearing dungeons in their current design without AoE, they can always form a party with like-minded players and remove all their AoE actions from their hotbars and keybinds to see what the result would be
    (1)

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