You don't have a combo yet if you lose a combo-starter, because the combo hadn't started yet.
Which, again, is identical to how positionals worked in ARR combos until the DRG adjustments in 2.45. In 1.x, you could move to wherever the hell you wanted around a boss because bosses had virtually no mechanics to stack for or dodge. That hasn't been the case since. It's no longer just a game of auto-attacks until you can afford to use an ability (which then nullifies the entire cost of its combo, completely wasting its TP system).
Now, would I take a repolished XI-style TP system over nothing? Probably. But post-Yoshida TP was... nothing. You could blot out the gauge and you'd never know the difference.
This was solely because of elemental resist and differing compositions (one fewer healers to try to kill before another wave of adds in CC, for instance; high melee, especially to abuse DRG's 15-minute CD in DFD; avoiding or stacking BLM because of this or that element; etc.), which we still had until Stormblood on the simple basis of Army and Ballad being branched spenders for Physical Ranged MP.The set of gear you had for taking down chimera for example was pretty different to these of gear you'd use for taking down garuda or ifrit. Ifrit or miser.
I would love to actually do what 1.x attempted -- allowing for different builds based on stat choice. That would be amazing. But it was a shoddy attempt that never went anywhere except perhaps as Bard when supporting open world grinds with higher Mind/Piety. For anything else, any alternate stats were inconsequential outside of their quickly-reached thresholds (generally for Accuracy soft cap).
Differing accuracy tiers (Chimera was lower than Ifrit who was lower than Garuda, just as was the case in ARR), and the small chance of being autoed near-simultaneously with a special attack hitting. That was it. And we had those until Accuracy was removed. And Accuracy's removal was probably for the better.Tanks also. You'd take more defence and hp to chimera than you would to miser or ifrit. You'd probably trade for more str/acc for garuda who was squishy but evasive. Think I had 3 separate builds for my paladin.
Regen wasn't Vit-scaled, and Stoneskin didn't scale with the caster's/healer's Vitality, only the target's.Then you had healers where stacking vit instead of mind made a hefty bump to your stoneskiins regens and protects
The more VIT you have, the more max HP, and therefore the bigger the Stoneskin on you, which could then prevent debuffs from afflicting you until the barrier is broken. You could have done the same thing with ARR Stoneskin (better, actually, given that in ARR CNJ got a trait buffing it by 80%) or Adloquiem.
Iirc, because Vitality granted a small amount of Defense (while DEX gave parry/block chance and STR gave parry/block strength, bot retained until HW), which Protect then raised, Protect had a faint, faint synergy with VIT, but that was it.
You're honestly going to say that the like of Monk's Optimal Drift rotation is somehow how more mindless than...ARR and beyond. You just mash buttons endlessly
1.x's gameplay loop of... Combo A. Combo B. Combo A. Combo B. Combo A. Combo B. Combo A. Combo B. Combo A. Combo B. Combo A. Combo B.
An AA back then would hit for up a 6th of your 15-minute CD's damage.that skill hits notably harder than your base auto damage
Do you want to compare a modern AA (<83p) to, say, Phantom Rush (1150p)? The difference hasn't shrunk; it's only increased.
Because they're not the point? It's the same animation, hundreds of time. It's not going to be exciting no matter what you do to it.You don't even see an auto attack go off.
Now, if you just want them to be more visible, that's pretty simple. You retain their 33.3 potency per second pre-buffs but give them a lower minimum charge time ('auto-attack delay') and a higher maximum charge time apply an ICD after each other action during which time the AA can't go off so it doesn't get melded/absorbed into the simultaneous action that actually matters.
1.17, in its own terribly unpolished way, maybe, but not 1.2. 1.2 had no Incaps, no Regimens, no weapon types, no raid buffs, little to no personal mitigation, no damage windows, no rotations beyond spam + DoT or alternating Combos A and B, no boss mechanics beyond hide at times X, Y, Z, and hold offensive CDs for adds. It made, by comparison, even ARR look wonderfully fleshed-out.The point being to have engaging jobs and an engaging combat system. You need engaging mechanics and systems to interact with.. and 1.2 had a lot more than we have now.
This is like someone giving you a pitch for a system of governance assuring that it'd be great, only to then say "You know, like {X dystopic moment in history}!" You'll have completely turned everyone off to the concept.
TP didn't work, incapacitations didn't exist at that time, mobs only variance in strength were their TP modifiers as defense was non-manipulable such that every boss had roughly even gains in eHP, and elemental weaknesses just decided for BLMs which combo they were allowed to use. Half of what you're saying did not exist and the rest was by no means cool stuff.with the way tp worked, combos worked, incapacitations, mob strengths and weakeness all that cool stuff.
1.x, especially pre-Yoshida, had some fine intentions, sure, but implementations both pre- and post-Yoshida are in no way worthwhile examples to build from.



Reply With Quote




