No, all incaps were worth it, the problem is like with medicine (someone requested we get medicine we already have) the general playerbase didn't care for it.
Incap chimera > go the fuck to town.
Would be nice if specific elements are used to trigger incapacitations on targets. Like having thunder spells being able to split the horns off enemies (head), and Fire magic being able to 'burn' the upper limbs of enemies, Ice magic when comboed could hinder enemy movement/change the monsters behaviour (most likely lower limbs), etc. Would give incentive to use all the elements rather than just having to shout THUNDAGAAAA 24/7 (Heck even if the mobs doesn't have weakness to the certain element, the incaps could make it worthwhile).I would LOVE to see some kind of elemental synergy implemented. For example, if you hit a mob with some water magic, and then follow up with Lightning, it will do extra damage. But that might be too complicated to handle in an MMO I dunno ^^; (At the very least, I'd like to see BLM have access to all elements instead just the basic 3)
Glad to see magic can incapacitate now as well. This could create some interesting applications for Ninja - perhaps make Ninjutsu specifically designed for enfeebling or quick incapacitation? It would certainly fit with the Assassin motif of the job. It also helps with job overlap, which was a bit of a problem in FFXI - too many jobs filling the same role with slightly different flavor.
Pretty much. Through incapacitation Monk was able to safely be included in that fight, no longer having to worry about that dreadful poision.
Thank you for the reply Okipuit, I really appreciate the further confirmation. Hopefully the team has some really creative ideas for Incapacitation.
This sounds awesome!! Can't wait to esperience it!!
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.
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
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?
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.
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?
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>
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