this would lead to favoritism and exclusion of classes from partys and runs.Perhaps there can be jobs that are better suited for monster incapacitation, giving them more abilities to exploit these things, such as Samurai or Dark Knight for Physical incapacitation and Red Mage for Magical.
Of course, everyone can do this. There would just be a job that has a bigger chance than others. I think Samurai might be the best fit for this since they're a more tactical job and Dragoon already seems more Skill-heavy. That would let them have their unique purpose in parties.
Xeto Milanti Bei
No, just no.
We don't need the insanity in Abyssea .. "only jobs capable of proccing red/green/blue/rainbow required" .. applied to XIV V2 thanks.
Job shouldn't be homogenised, but haven't we learned innumerable times in XI that events, fights, whatever where only the 'chosen few' jobs having such-and-such a specific skill are needed is a Bad Thing, forcing players to level jobs they hate simply to be able to be 'wanted' for critical-path encounters?
Last edited by KraggyKor; 11-21-2012 at 05:00 PM.
Okay, I just suffered a huge case of Deja Vu .. isn't 'limb' targeting something which V1 was supposed to have, along with character/mob positioning like 'side' attacks?
Or am I dreaming?

Your not dreaming and the original list of abilities that included which area it targeted for damage were actually well suited for the roles they were supposedly made to be like skullsunder targeted the head when that area was hit (and still does for those that farm goat horns know) and when your tanking it the head is normally right there. I don't believe any of the limb targeting moves were removed but i could be wrong. But as Elexia said people just choose to skip it. Just like the original ogre strategy of forcing a back drop and dodging so you get a free 10~15 sec window of going crazy on it before you have to get back into tank formation was left by the wayside until it was required IE Ifrit EX with the horns (which I believe people duck that as well closer to the last save choosing to focus on more output of damage instead of ensuring high chance of survival from lower hellfire damage). Now the visible damage was removed from alot of the mobs to reduce server stress but I know goats horns still get broken and skeletons heads are still removed from skullsunder if hit enough times because even if you break the damage cap for it many of them require getting hit twice.
I think the design team is still interested in it but I could be wrong but if you look at some of the mob designs you see a part break down like with tiamat and damaged design for Leviathan
The red sections while could be highlighted because they will have a animation besides that of movement but it does seem like breakable sections
And unless Leviathan looses pieces when he rages it's chest head and tentacle like extremity are all broken.
Last edited by Sakasa; 11-21-2012 at 06:45 PM.
Mitsuda Yasunori + Soken Masayoshi Track Collaboration 2015! <The Dream>



Yeah, no thanks. I think they're good sticking with the specific skills hurt specific parts system, or at least that those do significantly more damage than all others with limb targeting. Your suggestion would only allow Samurai to have a unique position in parties. The current system allows all classes/jobs to have a unique position in parties depending on the monster.Perhaps there can be jobs that are better suited for monster incapacitation, giving them more abilities to exploit these things, such as Samurai or Dark Knight for Physical incapacitation and Red Mage for Magical.
Of course, everyone can do this. There would just be a job that has a bigger chance than others. I think Samurai might be the best fit for this since they're a more tactical job and Dragoon already seems more Skill-heavy. That would let them have their unique purpose in parties.



I would like to go off topic ever so slightly, but regarding the small enemies that don't really have parts to incap, would it be possible to stagger them then launch the buggers into the air, ala XIII?
Could we launch things like Marmots and bombs then have attacks where melees jump in the air and attack?

It's great magic will count this time, but I think SE should make it more interesting. SE should make it so we can combine two spells and make magic burst (not like in FFXI, where weapon skills make MB).
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