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  1. #1
    Player
    HikariKurosawa's Avatar
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    Jan 2021
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    746
    Character
    Hikaru Kurosawa
    World
    Ultros
    Main Class
    Dragoon Lv 95
    Removing auto attack would enable them to make our active potency higher, and it would feel like we are in control of our entire output. I agree that they are meaningless and I would describe them as archaic.
    (7)

  2. #2
    Player
    Malthir's Avatar
    Join Date
    Sep 2018
    Posts
    362
    Character
    Malthir Durnith
    World
    Cerberus
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by HikariKurosawa View Post
    Removing auto attack would enable them to make our active potency higher, and it would feel like we are in control of our entire output. I agree that they are meaningless and I would describe them as archaic.
    Well you would be wrong, they didn't have AA's in 1.0, they added them in ARR, because turns out having your character just stand there like a plumb in front of the enemy for nearly 3s in-between weaponskills is really really jarring.
    (19)

  3. #3
    Player
    HikariKurosawa's Avatar
    Join Date
    Jan 2021
    Posts
    746
    Character
    Hikaru Kurosawa
    World
    Ultros
    Main Class
    Dragoon Lv 95
    Quote Originally Posted by Malthir View Post
    Well you would be wrong, they didn't have AA's in 1.0, they added them in ARR, because turns out having your character just stand there like a plumb in front of the enemy for nearly 3s in-between weaponskills is really really jarring.
    In your opinion
    (0)

  4. #4
    Player
    Malthir's Avatar
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    Sep 2018
    Posts
    362
    Character
    Malthir Durnith
    World
    Cerberus
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by HikariKurosawa View Post
    In your opinion
    No it's a fact, go look at combat in 1.0 on youtube, your character just stands there in idle animation inbetween weapon attacks, which makes the game feel slow and clunky, it's why they added AA's and OGCD moves
    (19)

  5. #5
    Player
    HikariKurosawa's Avatar
    Join Date
    Jan 2021
    Posts
    746
    Character
    Hikaru Kurosawa
    World
    Ultros
    Main Class
    Dragoon Lv 95
    Quote Originally Posted by Malthir View Post
    No it's a fact, go look at combat in 1.0 on youtube, your character just stands there in idle animation inbetween weapon attacks, which makes the game feel slow and clunky, it's why they added AA's and OGCD moves

    That's literally what ogcds are for now. 1.0 combat is irrelevant compared to modern ffxiv combat.
    (0)

  6. #6
    Player
    Enkidoh's Avatar
    Join Date
    Dec 2012
    Location
    Ala Mhigo
    Posts
    8,316
    Character
    Enkidoh Roux
    World
    Balmung
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Malthir View Post
    Well you would be wrong, they didn't have AA's in 1.0, they added them in ARR, because turns out having your character just stand there like a plumb in front of the enemy for nearly 3s in-between weaponskills is really really jarring.
    Only at 1.0's launch - autoattack was added to 1.0 in a later patch, after Yoshi took over as producer and director from Tanaka, and the battle system was redesigned from the ground up, as a test bed for ARR. 1.0 autoattack actually did contribute to building the TP gauge in order to use weaponskills and the like, as 1.0 the TP gauge started at zero, like FFXI, as you said. ARR swapped the TP gauge to being full at start however, so autoattack thus lost that particular use.

    ARR autoattack was useful for tanks to help keep hate on ourselves when DPS=enmity as every hit you did built up more hate. Naturally that's no longer the case.
    (1)
    Quote Originally Posted by Rannie View Post
    Aaaaannnd now I just had a mental image of Lahabrea walking into a store called Bodies R Us and trying on different humans.... >.<

    Lahabrea: hn too tall... tooo short.... Juuuuuust right.
    Venat was right.

  7. #7
    Player
    Syln's Avatar
    Join Date
    Aug 2015
    Posts
    654
    Character
    Saya Finwel
    World
    Omega
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Malthir View Post
    Well you would be wrong, they didn't have AA's in 1.0, they added them in ARR, because turns out having your character just stand there like a plumb in front of the enemy for nearly 3s in-between weaponskills is really really jarring.
    I can see Auto attack being relevant 11 years ago to provide dynamism to a very slow gameplay.
    The fact is that it's not anymore.
    (0)

  8. #8
    Player
    VictorSpoils's Avatar
    Join Date
    Mar 2022
    Posts
    923
    Character
    Victor Spoils
    World
    Coeurl
    Main Class
    Blue Mage Lv 80
    Quote Originally Posted by HikariKurosawa View Post
    Removing auto attack would enable them to make our active potency higher, and it would feel like we are in control of our entire output. I agree that they are meaningless and I would describe them as archaic.
    Quote Originally Posted by Malthir View Post
    Well you would be wrong, they didn't have AA's in 1.0, they added them in ARR, because turns out having your character just stand there like a plumb in front of the enemy for nearly 3s in-between weaponskills is really really jarring.
    Both good points, though they don't apply to DoM. BLM whacking things with a staff for 1 damage is like WAR having an MP gauge. These are supposedly just things that are expected to be ignored instead of updated or removed. I'd rather it be a ranged magic blast that deals a few hundred chip damage if it has to exist.
    (0)

  9. #9
    Player
    Silhart's Avatar
    Join Date
    Apr 2022
    Location
    Wolves' Den Pier
    Posts
    46
    Character
    Calv Silhart
    World
    Behemoth
    Main Class
    Dragoon Lv 90
    I would love if auto-attacks had more interaction with the job kits. Now that MNK gets 10 stack chakra during Brotherhood, I would find it fun & kinda hilarious if auto-attacks could generate Chakra on crit as well. Would open up some interesting synergy with Riddle of Wind, which right now is also kind of a weird button to press.

    Quote Originally Posted by HikariKurosawa View Post
    Removing auto attack would enable them to make our active potency higher, and it would feel like we are in control of our entire output. I agree that they are meaningless and I would describe them as archaic.
    It would also mean that melee jobs end up being punished even harder for drifting their CDs or not keeping their GCD rolling. Personally I wouldn't mind that, but given how you constantly advocate for job gameplay to be easier, it's interesting--funny, yet somehow unsurprising to see you in favour of a change that would actually screw you and you specifically over. And for that reason I am now hoping auto attacks get removed
    (8)
    Last edited by Silhart; 06-08-2024 at 02:28 PM.

  10. #10
    Player
    Iscah's Avatar
    Join Date
    Nov 2017
    Posts
    14,075
    Character
    Aurelie Moonsong
    World
    Bismarck
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Jeeqbit View Post
    But we have an example of jobs that don't do them - casters, because they are, well, casting. SMN, not so much casting but still technically a caster so the autos don't happen.
    Even for a full-time casting mage like a low-level healer, you get auto-attacks hitting after every second GCD or so, and at low levels it is actually a reasonable amount of damage per turn. Not a lot, but enough that you're probably defeating things slightly quicker than you would otherwise, especially if solo.
    (1)

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