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Thread: Elements

  1. #11
    Player
    Supersnow845's Avatar
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    Aug 2021
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    Gridania
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    5,993
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by Octavia_Deathschoicen View Post
    lore can be changed and modify just because something is written doesnt mean at a later area it can change it
    Unless you want to change the entirety of the shadows of mhach alliance questline and the entire foundation of how the rejoining happen then sure

    This isn’t just a minor shoehorning in of new lore for AST/SMN when they ripped the job apart this is foundational to 14’s world
    (9)

  2. #12
    Player
    Arkdra's Avatar
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    May 2017
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    607
    Character
    Arkadya Dravena
    World
    Excalibur
    Main Class
    Samurai Lv 100
    OP is lucky someone necro'd a titanmen post or this would be the worst idea on the front page.
    (10)

  3. #13
    Player
    TheDustyOne's Avatar
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    Nov 2021
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    Character
    Dusty Two
    World
    Behemoth
    Main Class
    Red Mage Lv 100
    While I enjoy elemental systems, it's a system that has to be designed around with from the start of development. As it is currently; BLM would not be able to fight against any fire or wind mobs and would be extremely broken against ice and water mobs, RDM would suffer from very bad mana alignment against fire and water mobs, as well as lightning and ice mobs while fishing for procs, WHM would be as useless against water and earth mobs as BLM is against fire and wind. There's also elemental abilities that people often forget about in most kits, like NIN having Lightning, Wind, and Water, and MNK having Fire, Earth, and Wind (although they exist only as buffs that don't directly change elemental affinity).

    Between all the casters (including the upcoming Pictomancer), WHM, the 2 melees that prominently have elements in their kit, that's 7 jobs that need to be reworked from the ground up and 10 years worth of content to redesign. You then have to ask how much of a bonus job A should have over other jobs in fights because of the elemental differences; should it be fair for job A to have a 10% bonus over job B because the boss is weak to Fire and job B has Ice? And if you think it's unfair for there to be large discrepancies, then you have to introduce all elements into any elemental job for parities sake, which makes the system very homogenous and heavily bloats job kits. That's not to say that it's impossible to have missing elements in kits, but it's very difficult to balance around.

    All this to say; this game wasn't designed for it and you're better off asking for a new game that incorporates such systems. There's too many bosses, mobs, and jobs to redesign from scratch to make it work and could negatively affect the enjoyment people have with those jobs now.
    (7)
    Last edited by TheDustyOne; 04-21-2024 at 10:05 AM.

  4. #14
    Player RyanCousland's Avatar
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    Dec 2020
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    377
    Character
    Rion Cousland
    World
    Excalibur
    Main Class
    Rogue Lv 90

    to echo some of the sentiments shared by others

    i like the elemental aspect that you are proposing however and im sure a senior player may correct me but wasnt this implemented in 1.0 or in previous expansions and later scrapped?

    As to why it was removed (or not implemented) im sure there are many reasons, lack of dev resources to maintain this system, complexity to some of the player base, a narrative conflict ect.

    maybe im inferring incorrectly but if youre suggesting that elements have a beneficial/detrimental relationship in the pve aspect then this would only apply to (GNB?)DRK,PLD,RPR,MCH,NIN,(MNK?),RDM,BLM,SMN as these are the classes with some or most notable elemental effects, but this begs several questions, do the devs then have to make other classes with elemental effects too? how would this elemental feature impact balancing of classes in regards to dps output or even dmg mitigation? do healers use just magic or is it some type of holy or spirit/astral type element? if its no then we remove PLD and conversely DRK & RPR from the list of affected classes.

    im sure if we were to use a chart of these elemental relationships then this may help with how it affects dmg. a small example being Fire > Ice > Lighting > Fire but this may conflict with established concepts already in place, now the other proposed method would be to add more elemental skills and thereby broaden this feature but this would require a complete rework on any class that has this elemental feature & if im being honest the devs do enough damage with their reworks as it is & i dont want to imagine what adding an extra layer would do.

    in all honesty as much as we can fault the devs on certain aspects of the game this is something that i think would be too much of burden on them & believe me im not a fan of the devs. Had they started with this feature from the inception of the game & did a better job of building around it, then im sure it wouldve been easier to manage but the ship has sailed and we are now left with just magic vs physical dmg.

    if you wanna satiate your elemental appetite i recommend any of the Dragon age games as they did a decent job with this elemental topic & while im sure "play another game" is not something anyone wants to hear, its unfortunately all anyone can do when a game lacks a certain desirable feature
    (0)
    Last edited by RyanCousland; 04-20-2024 at 02:10 PM.

  5. #15
    Player
    AnimaAnimus's Avatar
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    Feb 2012
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    1,344
    Character
    Cynric Zerr
    World
    Sargatanas
    Main Class
    Red Mage Lv 70
    Quote Originally Posted by Octavia_Deathschoicen View Post
    Elemental attacks should be effective/noneffective against certain things,
    I know its an incredibly unpopular opinion, but I miss elemental weakness and elemental wheels. Just like I miss buffs and debuffs, jobs that were their own thing and stats that require more thought than 'add more crit'. I know they did it because stat and weakness systems like they had in FFXI are just too complicated for a certain very vocal sect of today's gamers who can barely manage a 3 button rotation, but they really took it way too far and stats and battle has just been oversimplified. There has to be a happy middle.
    (1)

  6. #16
    Player
    Valkyrie_Lenneth's Avatar
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    Mar 2011
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    Limsa Lominsa
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    8,038
    Character
    Lynne Asteria
    World
    Jenova
    Main Class
    Viper Lv 100
    Quote Originally Posted by AnimaAnimus View Post
    I know its an incredibly unpopular opinion, but I miss elemental weakness and elemental wheels. Just like I miss buffs and debuffs, jobs that were their own thing and stats that require more thought than 'add more crit'. I know they did it because stat and weakness systems like they had in FFXI are just too complicated for a certain very vocal sect of today's gamers who can barely manage a 3 button rotation, but they really took it way too far and stats and battle has just been oversimplified. There has to be a happy middle.

    Wasn't XI just, unless otherwise specified, use Thunder? Also, it was menu based, and much slower.


    XIV is not comparable in terms of skills.
    (4)

  7. #17
    Player
    AnimaAnimus's Avatar
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    Feb 2012
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    1,344
    Character
    Cynric Zerr
    World
    Sargatanas
    Main Class
    Red Mage Lv 70
    Quote Originally Posted by Valkyrie_Lenneth View Post
    Wasn't XI just, unless otherwise specified, use Thunder? Also, it was menu based, and much slower.


    XIV is not comparable in terms of skills.
    Oh no, no no no lol. Not only did all mobs have elemental weaknesses, usually based on type (flying, beast, insect, etc) that would make huge diffefences in dmg, but the weather could effect the potencies as well. Jobs like Ninja also had the elemental wheel, so if you cast your elemental ninjutsu in order it would increase potencies as you went. And I am not saying it needs to be 1:1, but the battle here is just way too oversimplified and there has to be a happy middle.

    And the lack of buffs and debuffs is really just painful.
    (0)

  8. #18
    Player
    Emitans's Avatar
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    Apr 2015
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    Character
    Faorin Shadowclaw
    World
    Balmung
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by Octavia_Deathschoicen View Post
    simple make thunder and blizzard more usefull lol use blizzard when your on ifrit simple

    also dark knight does but doesnt since its all mele and no spell casting it doesnt rlly count
    "simple just completely redesign black mage. and summoner. and red mage."
    (5)

  9. #19
    Player
    Supersnow845's Avatar
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    Aug 2021
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    Gridania
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    5,993
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by Emitans View Post
    "simple just completely redesign black mage. and summoner. and red mage."
    And WHM (earth and wind), and SCH (wind) and NIN (lightning water, fire, ice and wind)
    (4)

  10. #20
    Player
    Arkdra's Avatar
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    May 2017
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    607
    Character
    Arkadya Dravena
    World
    Excalibur
    Main Class
    Samurai Lv 100
    Quote Originally Posted by AnimaAnimus View Post
    Oh no, no no no lol. Not only did all mobs have elemental weaknesses, usually based on type (flying, beast, insect, etc) that would make huge diffefences in dmg, but the weather could effect the potencies as well. Jobs like Ninja also had the elemental wheel, so if you cast your elemental ninjutsu in order it would increase potencies as you went. And I am not saying it needs to be 1:1, but the battle here is just way too oversimplified and there has to be a happy middle.

    And the lack of buffs and debuffs is really just painful.
    "Battles here are way too oversimplified" says person comparing a game that asks you to put in 1.2 inputs every 2.5 seconds to a game that asks for about 6 inputs per minute on average (as of the last time I played it anyway~).
    (2)

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