This reads like someone who never played 1.23.
If you're referring to 1.17 and earlier, sure. But if by 1.23 you actually mean 1.23, then no.The way TP worked in an earn it then spend it fashion.
Once Yoshida came aboard, 1.x TP made less a difference to combat than modern Darkside makes to Dark Knight gameplay. You could have left TP off your screen and there'd be no discernible difference to gameplay.
You auto-attacked until you could afford your Priority Combo. Then, with your Priority Combo on CD, you auto-attacked until you could use your Filler Combo. If the final step of either combo was on CD, you just used steps 1 and 2 from Priority Combo, then 1 and 2 from the Filler Combo; then back to the full combos. That was it. You alternated between them while occasionally slipping in a self-heal as Bard or a Haymaker as Pugilist.
The CDs lined up automatically anyways, so there was no point in banking TP or forgoing a short-combo in favor of a full combo 20s later, because you'd still be using it on CD so long as you hit your things on CD; the only mistake you could make was overthinking things. Any complexity in that system was illusory and a trap.
Again, combo openers negated the cost of the entire chain. The only reason you see you'd see anyone spending more than 1000 TP at a time in 1.x videos is because they're recording the skills one-by-one, as per here.
It also did not exist in 1.23. Yoshida had already removed it.The incapacitation system showed a lot of room for promise and growth adding real choice to your actions.
Yoshida already removed nearly all of those before 1.23.buffs
Yoshida already removed most of those before 1.23.debuffs
Yoshida already vastly simplified that before 1.23.emnity
Yoshida already vastly simplified/removed that before 1.23.emnity
Were on only one job. Who still had them until Endwalker. Without the long animation-lock or uptime cost of 1.x Fists of Earth/Wind/Fire.stances
That was also the case in 1.23. The tertiary stat thresholds (e.g., MND on PLD, PIE on DRG) were all mathed out, almost entirely inconsequential, and came automatically with one's relic gear anyways. There was no choice, let alone any giving meaningful agency. There was more agency in ARR in PIE thresholds on BLM or even the ability to attach DEX/STR as a tank for the added parry chance / % mitigation than there was in 1.23.Gear is boring.. 95% of the time if not more.. highest item level wins regardless of stats.
Prior to Yoshida's mass-simplifications... maybe. It'd really depend on the class in question.
Because you need to hit a bug for millions of damage?Every boss feels the exact same to fight.. Your biggest badest hit on whatever job your on hits for about the same damage against a level 90 god as it does a level 1 bug.
The only reason for enemy mobs to have actual Armor / Defense is for it to be manipulable (think Sunder Armor) and to make it so those manipulations are worth different amounts on different kinds of mobs. But there were no such Armor-reducing manipulations in 1.23.
There was absolutely nothing to make it worth attaching those additional properties to each unit, then, rather than just attaching a damage-taken-increasing debuff to them independent on enemy Armor values. So why would they bother with it?
Dragon Kick was a combo ender. You couldn't lose the combo... on a combo ender. It was Pounce -> Sucker Punch -> Dragon Kick (which had no positional and just dealt damage).If you missed the positional on a Dragon Kick you lost the whole combo.
You alternated Pummel-Concussive-Simian and Pounce-Sucker-Dragon, and filled with Haymaker as able and would delay the CDs on neither Pummel (a negligible 10s, given the hugely long animation locks -- effectively no CD / there just to foolproof the braindead system further) nor Pounce (20s).
In 1.23, all but healers were 3-step combo jobs. All of them. Even Monk. Which didn't even have Greased Lightning yet.jobs identity has been stripped away. they all feel the same.
The animations in question (from 1.23, not 1.0; the video title is slightly misleading, as 1.17 and earlier used a wholly different set of abilities, a different skill system, a different approach to customization (every class originally operated more like BLU), and a different way of handling TP).



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