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  1. #1
    Player
    Saccharin's Avatar
    Join Date
    Aug 2013
    Posts
    1,128
    Character
    Blue Kitty
    World
    Moogle
    Main Class
    Conjurer Lv 84
    Quote Originally Posted by Morningstar1337 View Post
    A thought experiment and a hypothetical scenario. FFXIV, except from 1 to 80 there is no holy, no medica, no flare, no unleash absolutely no AoE attacks or heals that players (except maybe BLU) could use.

    How would you think the game would be like in that scenario? Do you think it would discourage tanks from mass pulling due to having to establish and reestablish enmity? Would the Healers have to pick and choose who lives or dies? Would the DPS have more situational awareness with dodging AoEs and targeting mobs that they tank targets? Would the average dungeon clear take longer?
    Quote Originally Posted by Kaurhz View Post
    Where's the unsubscribe button?

    No seriously, I get what you've done here and it's very clever.. With no AoEs in the game, it wouldn't be really practical or advantageous to mass pull, and dungeons would take a lot longer!
    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.

    If we didn't have AoE then instances would be designed with that in mind.

    It could mean more meaningful trash encounters but i can see how that would get boring. It could also mean Sleep and such CC spells would have a used.

    I find AoE mass pulls bad. If you move out of stuff then that a fair loss in dps so you dont get that feel of mass dps. Most mob packs have some kind of dodge mechanic.
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    Last edited by Saccharin; 12-02-2020 at 10:08 AM.

  2. #2
    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.
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