Page 2 of 8 FirstFirst 1 2 3 4 ... LastLast
Results 11 to 20 of 78

Hybrid View

  1. #1
    Player
    Churchill's Avatar
    Join Date
    Jun 2012
    Posts
    513
    Character
    Chad Thunderkoch
    World
    Hyperion
    Main Class
    Marauder Lv 70
    This is a common mechanic they use in XI to increase difficulty through chance, though often XI hate resets are single target instead of complete hate resets which are what usually occurs in XIV.

    Either way, it's a bullshit mechanic and it's lazy from a development point of view.
    (10)

  2. #2
    Player
    Dragonheart's Avatar
    Join Date
    Apr 2011
    Posts
    901
    Character
    Dragonheart Lux
    World
    Ragnarok
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Churchill View Post
    This is a common mechanic they use in XI to increase difficulty through chance, though often XI hate resets are single target instead of complete hate resets which are what usually occurs in XIV.

    Either way, it's a bullshit mechanic and it's lazy from a development point of view.
    THIS. Simply THIS.

    They used it a lot in XI, cuz i suppose that with his engine/client, they can't make difficult "Wow style fight" (different mechanics, phases, things to avoid, buffs/debuffs to pass to member/monsters etc.) and it was ok 10 years ago

    And here in XIV in, 2012 it's simply boring... Yeah and i think too that the Dev Team was (is?) too lazy to bring more mechanics to "normal boss/monster" ... So what they could do to make fight not simply a tank and spank where everyone stand? HATE RESET yeah!
    (1)
    Last edited by Dragonheart; 08-04-2012 at 07:18 PM.

  3. #3
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Dragonheart View Post
    And here in XIV in, 2012 it's simply boring... Yeah and i think too that the Dev Team was (is?) too lazy to bring more mechanics to "normal boss/monster" ... So what they could do to make fight not simply a tank and spank where everyone stand? HATE RESET yeah!
    I like to think that, provided 2.0's engine is superior to 1.0's engine, we will see more involved and interesting encounters once 2.0 hits. Hopefully those gameplay demos at gamescon will show this rather than more of the same. 1.0's engine really is lacking mechanics-wise. >.>;;;
    (4)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  4. #4
    Player
    Dragonheart's Avatar
    Join Date
    Apr 2011
    Posts
    901
    Character
    Dragonheart Lux
    World
    Ragnarok
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Duelle View Post
    I like to think that, provided 2.0's engine is superior to 1.0's engine, we will see more involved and interesting encounters once 2.0 hits. Hopefully those gameplay demos at gamescon will show this rather than more of the same. 1.0's engine really is lacking mechanics-wise. >.>;;;
    We are in the era where mmorpg are turning in action.. If SE wants to succeed with 2.0 , it should be much more fast paced.(not like tera of gw2 btw) With fun and dynamic mechanics! (garuda and ifrit are a good point to start to work on)
    (1)

  5. #5
    Player
    stanleyyoung's Avatar
    Join Date
    Apr 2012
    Location
    ul dah
    Posts
    217
    Character
    Stanley Young
    World
    Excalibur
    Main Class
    Gladiator Lv 80
    Quote Originally Posted by Dragonheart View Post
    We are in the era where mmorpg are turning in action.. If SE wants to succeed with 2.0 , it should be much more fast paced.(not like tera of gw2 btw) With fun and dynamic mechanics! (garuda and ifrit are a good point to start to work on)
    Very true, ppl are in an era where they wanna see action and are very impatient to wait for it to happen ppl have short attention spands. that decade old system from XI along with other past mmo's mechanics arent gonna work in this era, back then yes but not now! ppl dont wanna sit around for forever just for the character to do something. xiv needs a system thats fast, fun, effective that slow battle pace and with same boring tank and spank & hate reset its old we need something new.

    Maybe we could have mutli targets on a single enemy you attack the legs it cant move then is at disadvantage against ranged or each body part has different defense stat taking more dmg(heck maybe on one part is weak againt melee other is magic) but this system with boss and just a bunch of trash add mobs is lame, as long SE are creative/open minded the possiblities are endless what they could come up with for 2.0

    as for the battle pace I see that auto attack needs to be improved having multi hits, its just boring to sit and wait for your character to do the same move everytime to build tp then finally do a combo and move around thats if your combo lands if you miss then you have to wait all over again. I along with some others would like to see multi hits in auto attack, each hit would build tp and do dmg of course(not just for show) and when finally done the set of hits you wait the few secs for the weapon dealy and it starts again with the mutli hits.

    example gla level 1-19 does a thrust, level 20-39 thrust & slice, 40-59 thrust,slice, shield punch, 60-79 thrust,slice,shield punch, plummel with back end of sword,so on so on... you get the idea. the player obviously could change that set up to either random set of hits or exact/preffered string of hits as they please.

    maybe auto attacks & multi targets on mob will allow players to start hitting one body part and then switch to other mid auto attack. weither or not this is possible will be determined by how fast your chararter executes thier auto attack. but it would be neat for say gla to attack a mob chest area with a slice then switch to arm and thrust, then shield punch the head just wanna throw it out thier.

    right now the battle pace is fair and thats due to combos, take that out and you will see just how slow/boring it would be without it. thats why i say auto attacks with multi hits will make it even faster which ppl want and honestly most ppl will probably dislike any weapon delay past about 4secs espeically when its a one hit attack its too slow and boring. now come time for 2.0 combos along with better auto attack and battle regimens(hopefully thats good) and better battle methods/tactics will make 2.0 good.
    (0)

  6. #6
    Player
    Teakwood's Avatar
    Join Date
    Oct 2011
    Posts
    589
    Character
    Vai Greystone
    World
    Zalera
    Main Class
    Arcanist Lv 90
    Definitely agree that it's okay - even great - if used sparingly, or in a tactically interesting way - the hate mechanics of the United We Stand fight were pretty interesting, although it wasn't really a hate /reset/.

    If we had a different set of abilities, and tanks had more hate tools, it might not suck- but right now it just makes a lot of fights incredibly annoying and fake-difficult.
    (3)
    7UP!


  7. #7
    Player
    DeadRiser's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    2,612
    Character
    Kipp Kaida
    World
    Sargatanas
    Main Class
    Conjurer Lv 70
    Coincounter is the right way to use hate reset.

    Golem is the wrong way to use hate reset.
    (15)

  8. #8
    Player Alerith's Avatar
    Join Date
    Jul 2011
    Location
    Ul'dah
    Posts
    2,187
    Character
    Alerith Rayneheart
    World
    Hyperion
    Main Class
    Gladiator Lv 50
    This may just be my PLD rage talking, but I think they're used too damn much in this game. I think it's a cop out to be honest, like the battle team couldn't think of any other ways to spice up a fight.

    There are just too many NMs that use it. It's like punishing you for bringing a job for each role.

    I think Coincounter is ok, because the fight is otherwise cake. There's also the Magitek Vanguard in 'United We Stand'. It makes the fight more fun and makes you think about strategy involving the generators.

    Then you have uses of it like with 'Keeping the Oath' where if the Ogre decides your WHM is unfit to live, it pursues them until they are a bloody stain on the mountainside.

    There are acceptable and unacceptable battles for hate resets. I'm slightly concerned SE is simply going "More is better" for this mechanic. -.-;
    (9)

  9. #9
    Player
    Viritess's Avatar
    Join Date
    Mar 2012
    Location
    Gridania
    Posts
    499
    Character
    Viritess Vonschalt
    World
    Sargatanas
    Main Class
    Lancer Lv 50
    I'd much rather see a reset that is in essense not a reset but lets say Cancels all hate for a few swings then brings it back as it was before. It would be a risk to anyone it attacks that is low on HP. But if everyones been careful with their HP (either WHMs have been healing well. DDs avoid damage/enviormentals etc)

    This would give the tank a chance to grab it back immediately, but not cancel all the hate gen they've done through the fight while still giving some risk to anyone lagging behind in health should the tank be unable to get it immediately. May actually add some extra use to Featherfoot and such skills. If the DDs and healers are on their toes for something like this, they can show their skill by popping some of the one time defence skills.

    All out hate resets like we have now slow everything way down when your waiting for the tank to get hate back. And if they happen alot the tank is doing nothing but mashing +hate buttons. In its current form its a quick healer kill mechanic if a heal is casted later (or lagged in). Not super fun.

    Another one that could be interesting is if some bosses had a skill or AOE that Lowered current hate at a target area. This could be interesting that if it was somewhat random for the target it could help a healer or DD unleash more damage. And if it was AOE quick thinking DDs and healers could use that to their advantage.
    (3)
    Last edited by Viritess; 08-04-2012 at 04:31 PM.

  10. #10
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Viritess View Post
    I'd much rather see a reset that is in essense not a reset but lets say Cancels all hate for a few swings then brings it back as it was before. It would be a risk to anyone it attacks that is low on HP. But if everyones been careful with their HP (either WHMs have been healing well. DDs avoid damage/enviormentals etc)
    You mean something that temporarily removes the main tank from the fight? It might be a good way to encourage 2 tank strategies.
    (0)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

Page 2 of 8 FirstFirst 1 2 3 4 ... LastLast