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  1. #1
    Player
    Tetsujin13's Avatar
    Join Date
    Jun 2022
    Posts
    52
    Character
    Tetsujin Yamamoto
    World
    Ragnarok
    Main Class
    Samurai Lv 100

    Bring Skillchains to FFXIV

    Hi SquareEnix,

    I would very much like skillchains be implemented in FFXIV.

    It's abit too intricate and difficult in FFXI, so it would be nice to keep it simple, so that it can be easily implemented into fights.

    It would also be good to give the skills of all jobs the possibility to combo with all jobs to avoid some jobs being favored over others.

    A nice extra touch would be to have the end effect of the skillchain to give certain buffs to the group or debuffs on the enemy or enemies.
    (0)

  2. #2
    Player
    Quintalian's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    207
    Character
    Quintalian Palidor
    World
    Sargatanas
    Main Class
    Rogue Lv 100
    Fun fact: There actually was a form of skillchains back in 1.x called "Battle Regimens." They were meant to complement another system whereby large enemies could have parts broken off to debuff them. Once 2.0 was in the works, the Battle Regimen system was discarded in favor of the Limit Break system. In other words, it's doubtful we'll be moving back in the direction of skillchains.
    (3)

  3. #3
    Player
    Canadane's Avatar
    Join Date
    Jul 2011
    Location
    Limsa Lominsa
    Posts
    7,466
    Character
    King Canadane
    World
    Hyperion
    Main Class
    Sage Lv 100
    Battle Regimens went away long before 2.0 was a concept on the horizon, it didn't last very long post release at all.
    (1)

    http://king.canadane.com

  4. #4
    Player Ransu's Avatar
    Join Date
    May 2014
    Location
    Leaving my SAM in Kugane
    Posts
    2,948
    Character
    Raansu Omiyari
    World
    Gilgamesh
    Main Class
    Samurai Lv 100
    How would you even implement it? You spend 90% of the time auto attacking in FFXI so timing weaponskills is easy. It would be impossible to implement into XIV.

    Its also pretty unnecessary to have in XIV honestly.
    (4)

  5. #5
    Player
    Kabooa's Avatar
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    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Ransu View Post
    How would you even implement it? You spend 90% of the time auto attacking in FFXI so timing weaponskills is easy. It would be impossible to implement into XIV.

    Its also pretty unnecessary to have in XIV honestly.
    Ninja applies "Trick Attack", causing the next 3 "Burst" skills to the target to deal 25% more damage and critically strike.

    Dragoon grants their partner Dragon's Eye, giving them increased damage for 20 seconds. Using a burst skill ends the Dragon's Eye.

    All jobs have burst skills, but some jobs exchange stronger burst skills for having no set ups. This means in solo play a Ninja can abuse their own trick attack with uh, Hyoshu Ranryu, but in party play, it's more beneficial to let the Black Mage / Samurai take as many of the charges as possible.

    This is a very simple example of having a high five mechanic in FF14 and frankly I think we need some.
    (0)

  6. #6
    Player
    Calysto's Avatar
    Join Date
    Aug 2019
    Posts
    412
    Character
    Callisto E'elyaa
    World
    Ragnarok
    Main Class
    Fisher Lv 100
    An idea of a simple skillchain system :
    -each role get a gcd action (separate long recast) : red, blue and green.
    -each give a corresponding color debuff with a base duration of 5s.
    -each time the debuff change color it gets +1 counter but the duration is reduced by 0.5s by counter.
    -when the debuff end it cause damage based of it's counter.

    But I don't really see It working in XIV :
    -the lack of elemental attribute lessen the point
    -it worked if XI because it was a core gameplay element
    -in XIV You'd see more people blaming other for missing their turn ; even if it was just for bonus damage
    (1)
    Last edited by Calysto; 08-02-2022 at 12:00 AM.

  7. #7
    Player
    dspguy's Avatar
    Join Date
    Aug 2013
    Posts
    1,667
    Character
    Jain Farstrider
    World
    Leviathan
    Main Class
    Marauder Lv 100
    Quote Originally Posted by Calysto View Post
    An idea of a simple skillchain system :
    -each role get a gcd action (separate long recast) : red, blue and green.
    -each give a corresponding color debuff with a base duration of 5s.
    -each time the debuff change color it gets +1 counter but the duration is reduced by 0.5s by counter.
    -when the debuff end it cause damage based of it's counter.

    But I don't really see It working in XIV :
    -the lack of elemental attribute lessen the point
    -it worked if XI because it was a core gameplay element
    -in XIV You'd see more people blaming other for missing their turn ; even if it was just for bonus damage
    In my opinion, the key reason skillchains won't work in FFXIV has nothing to do with the game mechanics. It has more to do with how the game urges us to play the game. Hear me out.

    In FFXI, before the level 75 cap was removed, you shouted in Jeuno for a PT. You might have been in a static and occasionally had a random pickup to fill that last spot in case someone couldn't show. Or you played with 5 strangers every time. Then, you headed out to your camp and played with the same players for hours. If a skillchain got messed up, you had time to discuss it and correct it in-between pulls or weapon skills.

    In FFXIV, the only "statics" are raiding groups. Every other aspect of the game is designed around tossing you together with 3-7 other random players... for ~20 minute forays into a dungeon. There is little time to communicate. It is mash-mash-mash, wall to wall, boss - repeat. There is no time to coordinate skillchains.

    FFXIV is very much a solo game. Even if the content you are doing has 3-7 other players around you, they might as well be NPCs with various levels of AI (some good, some not-so-good). You do your rotation, occasionally pick up the slack for someone that failed a mechanic and then go your separate ways. Skillchains just don't fit with that.
    (2)

  8. #8
    Player
    Bravura's Avatar
    Join Date
    Nov 2021
    Posts
    14
    Character
    Viktor Gladstone
    World
    Odin
    Main Class
    Gladiator Lv 84
    Quote Originally Posted by dspguy View Post
    In my opinion, the key reason skillchains won't work in FFXIV has nothing to do with the game mechanics. It has more to do with how the game urges us to play the game. Hear me out.

    In FFXI, before the level 75 cap was removed, you shouted in Jeuno for a PT. You might have been in a static and occasionally had a random pickup to fill that last spot in case someone couldn't show. Or you played with 5 strangers every time. Then, you headed out to your camp and played with the same players for hours. If a skillchain got messed up, you had time to discuss it and correct it in-between pulls or weapon skills.

    In FFXIV, the only "statics" are raiding groups. Every other aspect of the game is designed around tossing you together with 3-7 other random players... for ~20 minute forays into a dungeon. There is little time to communicate. It is mash-mash-mash, wall to wall, boss - repeat. There is no time to coordinate skillchains.

    FFXIV is very much a solo game. Even if the content you are doing has 3-7 other players around you, they might as well be NPCs with various levels of AI (some good, some not-so-good). You do your rotation, occasionally pick up the slack for someone that failed a mechanic and then go your separate ways. Skillchains just don't fit with that.
    This is one of the best descriptions of the differences between FFXI and FFXIV I've ever read!
    (0)

  9. #9
    Player Ransu's Avatar
    Join Date
    May 2014
    Location
    Leaving my SAM in Kugane
    Posts
    2,948
    Character
    Raansu Omiyari
    World
    Gilgamesh
    Main Class
    Samurai Lv 100
    The only way I could really see it working is if they added it as a bonus thing similar to LB's where you have a TP bar you build up. It would be a balancing nightmare though if it actually gave like buffs/debuffs along with the damage it did.
    (0)

  10. #10
    Player Ransu's Avatar
    Join Date
    May 2014
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    Leaving my SAM in Kugane
    Posts
    2,948
    Character
    Raansu Omiyari
    World
    Gilgamesh
    Main Class
    Samurai Lv 100
    That's not a skillchain, that's just applying a buff/debuff to skills....Skillchains in FFXI were combining weaponskills together within a window and it created an elemental weakness for the black mage to magic burst into.

    And your idea would go against FFXIV's design philosophy. Back in ARR certain buffs/debuffs simply made having double bard and a job with a piercing debuff absolutely mandatory. SE will never go back to a system that causes that.
    (0)

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