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  1. #1
    Player
    Brightamethyst's Avatar
    Join Date
    Jul 2014
    Posts
    1,792
    Character
    Jenna Starsong
    World
    Goblin
    Main Class
    Scholar Lv 100
    Some of those things actually used to exist but were removed because they caused more issues than they solved.

    Damage types, for example. Time was swords were slashing damage, fists were blunt, bows and spears were piercing, etc. Problem is it meant some comps were basically required in order to work. DRGs had a debuff that increased piercing damage but BRDs did not, so BRDs basically had to be paired with DRGs at all times or their damage was drastically nerfed. Same with stuns. In 2.0 stun/interrupt mechanics were fairly common, but also very annoying because of how easy it was to accidentally trigger the DR and completely screw the whole party.

    The current state of the game isn't some first try failed experiment. It's many years worth of evolution and redesigning the systems as both the devs and the players figure out what works and what doesn't.

    Quote Originally Posted by Xephna View Post
    Now what do they all have in common? That's right. Movement. That's all this game's combat boils down to.
    When it comes to mechanics, movement is the great equalizer. Tankbusters mean nothing to DPS, positionals mean nothing to healers, unavoidable AoE is only relevant to healers, etc. Movement on the other hand affects all players at the same time, regardless of role. It's an easy way to involve the entire party with a single mechanic.
    (6)

  2. #2
    Player
    pikalovr's Avatar
    Join Date
    Feb 2021
    Posts
    291
    Character
    Pikalovr The-shocking
    World
    Diabolos
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Brightamethyst View Post
    Some of those things actually used to exist but were removed because they caused more issues than they solved.

    Damage types, for example. Time was swords were slashing damage, fists were blunt, bows and spears were piercing, etc. Problem is it meant some comps were basically required in order to work. DRGs had a debuff that increased piercing damage but BRDs did not, so BRDs basically had to be paired with DRGs at all times or their damage was drastically nerfed. Same with stuns. In 2.0 stun/interrupt mechanics were fairly common, but also very annoying because of how easy it was to accidentally trigger the DR and completely screw the whole party.

    The current state of the game isn't some first try failed experiment. It's many years worth of evolution and redesigning the systems as both the devs and the players figure out what works and what doesn't.



    When it comes to mechanics, movement is the great equalizer. Tankbusters mean nothing to DPS, positionals mean nothing to healers, unavoidable AoE is only relevant to healers, etc. Movement on the other hand affects all players at the same time, regardless of role. It's an easy way to involve the entire party with a single mechanic.
    i'll argue the fact it was gutted far too quickly they could've really had a nice system going same with cross classing but they approached it poorly and instead of fixing their mistakes just threw it in the bin like they do most things. pet AI and ghosting occuring? bin it, aggro being more on DPS and healers than tanks? bin it can't figure out that maybe BRd should be able to also buff pierving damage so he could be brought in not only alongside a DRG? bin it (even tho i'd argue needing pairings or more of jobs is actually far more interesting than every role can basically be self sufficient and can work with any other job cause we can't anyone stepping on anyone elses toes clearly)

    what you call a game built on redesigns and "evolution" i call a game that bins anything difficult to deal with (despite them having easy solutions) and DEVOLVES the combat. just look at healers AST when it was reworked lost both the option to use all 3 redraws when it wanted to and sleeve draw things that added to the complexity and potential skill ceiling of the job now you sit here and tell me thats evolving combat?
    (1)