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  1. #18
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,849
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Duelle View Post
    At the same time, the hard part is that you don't have a real "theme" behind casters to build on. At least, not in the way you could open with Scorch if moving or Fireball if standing still, using Pyroblast when Hot Streak procs and if you end up with multiple DoT effects on the mob can use Combustion to add an additional DoT effect that does the combined damage of ALL the other DoTs on the mob. Or opening with Frostbolt and hope it afflicts the mob with a freeze effect, cast Ice Lance if so followed by a down-ranked Frostbolt followed by an Ice Lance to create a shatter combo. The importance in both models being that abilities build on each other. Despite the disdain some show to the combo system for spells, it has taken a step in that direction. The problem is that the system is missing extra things like procs, situational spells that can be weaved in if the conditions are met and so on.
    You're absolutely right in that current caster classes lack a "theme" as it applies to combat gameplay. However, I don't think that can be solved in a system like this alone. I also have a huge amount of respect for solo combos. And having also played a WoW mage (other favorite classes being warrior, hunter, and death knight) I know exactly what you mean there.

    In the end, solo rotational strategy is about having a critical balance between what can be changed, and what can't. We push our limits to certain tiers (for a long time I was in love with the WotLK Improved Steady Shot gamble via haste using proc-trinks in a precisely manipulable fashion) in order to reach a new tactical difference (being able to fire off exactly 3 ISSs before my next CD ability, or exactly 4 given proc one or 5 given double proc, etc).

    Though, that might only be true for setting oneself up in preparation for a fight. [Additionally, it's very doable without ability cooldowns, using a more analog system of gliding strength per ability and sets of abilities instead.] Either way though, it needs to stem off something larger, more intricate. WotLK's talent systems were a good example of this. Whether you like the idea of the areas of choice being identical for every player or not (I personally don't), they had sufficient complexity and enough unpredictable uses to make some truly unique playstyles. FFXIV would first need something similar. That in turn requires a new layer of depth in leveling, where FFXIV again falls short.

    Though this system could add far more strategy to casting, its ideal uses are only going to come in combination with larger changes, the majority of which are probably overdue.

    That said, I would never try to copy WoW's system. WoW's talents system (paired with its abilities) worked for WoW because it was WoW, not just because it's a universally powerful system. What I'd make for FFXIV would stem from Final Fantasy instead, the more fundamental or thematic the connection the better. Mechanics are made to serve a story and to serve play. Not the other way around.

    Not saying that's what you seemed to be hoping for at all. I agree with everything you've said here. The last rant was only what I can call a "head's up".

    In summary: Those issues are beyond the domain of this system alone.
    (1)
    Last edited by Shurrikhan; 05-20-2012 at 10:13 AM.