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  1. #1
    Player
    AngryNixon's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    635
    Character
    Angry Nixon
    World
    Gilgamesh
    Main Class
    Thaumaturge Lv 50
    Old system bad, new system better.

    I know is very complicate this but, please make your time to understanding.

    /end
    (0)

  2. #2
    Player
    Viridiana's Avatar
    Join Date
    Mar 2011
    Posts
    3,481
    Character
    Aria Placida
    World
    Lamia
    Main Class
    Ninja Lv 88
    Hmm. . . taking another look at it, and this time ignoring my knee-jerk reaction of "random sp sucks!", I can kinda see the appeal. I do still think it has its rough patches, but I'm not sure a system exists that doesn't.

    On the other hand, I'm not sure that the current system can't be balanced. Whether it's worth the time investment at this point is another matter, though.
    (0)

  3. #3
    Player
    zaviermhigo's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    1,820
    Character
    Zavier Mhigo
    World
    Hyperion
    Main Class
    Arcanist Lv 80
    The new system isn't better, it just turns half the party usually into a leech. Now they are going to decrease party size to 8 because they couldn't admit that the mobs in this game were too easy. Outside of some massive tp attack, and how EVERY mob has a ranged attack, the mobs in this game are not tough. Few are, likes drakes, ants, crabs, scaling for rank. I'm not trying to make battles XI length but damn a two second fight is not fun for me, it may be fun for DDs but I'm a mage, all I do in 2 secs fights is spam cures and make sure the dds are alive, a game focused on DDs at all times doing a zerg is straight up lame. Why don't I get to use Paralyze often, why couldn't I skill up under the old action based system? because the mobs were easy and dds zerg. The best way to skill up under the old system was: my boyfriend and I , GLA and THM respectively, duoing crabs with punishing barbs before they gimped it. This required strategy and was more fun, in my opinion, than the LEECH and SPAM CURE system that people are forced into. Some linkshells don't even try to do magic defense down on enemies with BRs so mages can nuke it down, they always think "OMG DEF DOWN DD ZERG OMG OMG OMG", and this annoyed me to no end. Make mobs harder so that DDs are not the most important class in this game, instead they would just go compare damage size to each other that I can't even see because i turned that crap off lol. /rant -Thanks for never confronting the real problem of beefing up mobs Square Enix.-

    edit: challenging mobs, but not mobs that necessarily one shot the whole party. I did not get one shotted often in XI, maybe two shotted. WTF at getting ONE SHOTTED a lot in this game, even tanks, even people with high vit lol and especially paper mage conj, and paper dd lnc. Difficulty is not measured in how FAST the mobs kills me, or how FAST I kill the mob, goddammit, its how much strategy went into the fight. You can get strat good enough to kill a mob in a min or less, but zerg should not be the main strategy. Also how many people even played FFXIV at the time with the action based sp, it isn't souding like a lot.
    (0)
    Last edited by zaviermhigo; 04-14-2011 at 05:02 AM.

  4. #4
    Player
    Physic's Avatar
    Join Date
    Apr 2011
    Posts
    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    yea, i dunno bout now, but before 1 shot skills were usually avoidable, especially by mages. like i think raptors would tail sweep if you hit them in the back. basically what you had to do was keep the hate facing the tank, and the DDs in front of them, now if someone turned the mob, people would usually die, it also did different dmg the closer you were to the raptor i believe.
    It was an interesting mechanic specific to raptors, but a lot of monsters had special mechanics, and ways to take advantage of them.
    (0)

  5. #5
    Player
    ESAR's Avatar
    Join Date
    Mar 2011
    Posts
    152
    Character
    Myrddin Soleece
    World
    Hyperion
    Main Class
    Botanist Lv 30
    Opening up every target as ideal for battle would greatly increase the difficulty of the game.

    Having action based SP would allow for varying party set ups.

    With the addition of a traditional auto-attack, we've no need to worry about zerging per ce.

    There is one other major problem I think anyway you all seem to see as well, it's that why the hell is everything so powerful?!? lol

    It just doesn't make battle fun, I mean, most of my time spent soloing is just cure bombing myself, it's boring and sucks.
    One of the things action based SP would do is give you the option to pick a target because it was a good fight that took strategy, even if there was a harder fight I could fight, the SP difference wouldn't be significant enough for me to want to use that cure-bomb strategy I'm so ever starting to get annoyed with.

    I think what they need to do is make monster react in a more realistic pace.
    Why have a monster attack every 4 seconds when we attack every less then one? To make monsters more difficult they just have these ridiculous attack powers. Rather I'd like to see them attack similar to us, every second or so. It's not right that I can be fighting something and it just stands there and watches as I lay 5-6 hits into it, I feel bad lol.
    Then it turns and "Blam!", there goes half my health. IDK, but I don't call that very strategic, fun or realistic.

    If it requires them slightly extending the length of battle so be it.
    I remeber those crabs back before the SP switch though, they were alot of fun to level off of, then they swtiched and I was stuck figthign Coblyn for the next 20 levels or some crap. Instantly it made me realize why they tried action based SP.
    It also made me realize how much the system we adopted (from ffxi) fails in comparison.

    Action based SP is defiantly the way to go but it needs to feel rewarding.
    Changing it from a random proc to every hit does this.
    Having it relate to stamina and TP prevents exploits
    having party SP split makes it fair.
    It has the the base to give bonuses to things that matter like AOE and effects in battle, though as we know from beta this can't be given in the same relation to cures buffs and debuffs because it makes people act stupid.

    Even though I made < 20% of the SP that the mages I leveled with did the fights were rewarding and fun, I enjoyed the game (besides that damn randomness of SP lol). Now I can't even bring myself to playing it. Behests are just getting old and I don't always want to do guildleves to level off of, for one they are incredibly annoying. It's just because it takes time to figure out what difficutly.

    I could rant about stuff here all day xDDD lol it's kinda fun.
    Anyway I also think the choices for guildleves should be very easy to very hard.
    Depending on your party the battle should just scale accordingly. rather then all this guesswork that's involved. I think it would be a very user friendly feature, part of what the game needs is just simpler methods of doing stuff. They're realizing that and are making crafting easier, next I think they should hit up guildleve difficulties.

    And I'm really sorry if any of this sounds like gibberish, i'm rushing.
    Thanks!
    (0)

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