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  1. #11
    Player

    Join Date
    Jul 2011
    Posts
    231
    Quote Originally Posted by Orca View Post
    Even though its not true action, it still wants you to dodge stuff the way true action MMOs do. And not just for bosses, its everywhere, even normal field mobs give you a chance to run back, forwards, left or right to dodge something. We have no gameplay tools for doing that, we just kinda stomp about clumsily, waving our weapons in the air.

    TERA knew what it wanted to be, so every class has adjusted combat speed depending on their fighting range, visual tells for every move you need to dodge, and every class has a way of dodging, teleporting or blocking these attacks on reaction. The reason is because if theyre gonna make you have to dodge something so often, they want it to be as fluid and enjoyable as possible. It could just be me, but i enjoyed doing a forward roll through a mob to dodge his frontal attack, far more than i do taking off target lock and just slowly staggering in a direction. I also loved their shield tanks reaction blocking, because it made them such a fortress, they took every hit on the nose and very few things had them dropping shield to turn tail and run.

    I'm definitley not saying FFXIV should be TERA or turn to true action combat, mind you. Simply that if youre going to have us dodge stuff so often, itd be nice to see some style. =D Saying that though, i dont believe this is something they would ever do, i think too much groundwork has been done. XIV is an unusual combination of different aspects of MMO battle and to go in one direction would mean forsaking aspects of others.
    this is kind of the way i see it, we are essentially having to dodge like you say by "walking" around, i cant help but think it would add so much style to the game to have dodge abilitys on low cooldowns.

    sure there are abilitys like featherfoot etc, but there like 3-4 abilitys that do essentially the same thing, except their all on kind of long cooldowns, and all of them beside sentinal dont have any effect besides in most cases a boss mobs auto attack.
    (0)

  2. #12
    Player
    darkm0d's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    216
    Character
    Dark Mod
    World
    Excalibur
    Main Class
    Arcanist Lv 50
    As a healer in TERA I loved how dynamic fights could be. FF has it's perks, but I still feel like ultimately it's still "cure target 1, cure target 2, repeat"

    FF could learn a lot from TERA, but I still know they should, and will keep it true to it's brand.
    (0)

  3. #13
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by Orca View Post
    We have no gameplay tools for doing that, we just kinda stomp about clumsily, waving our weapons in the air.
    We have. Example: If a Dodo use his Sleep AoE, run behind him in the right moment to dodge it. Keep target-lock off
    (1)

  4. #14
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by Felis View Post
    We have. Example: If a Dodo use his Sleep AoE, run behind him in the right moment to dodge it. Keep target-lock off
    I like this kind of stuff SE has done before, but I'm pretty sure they use a weird timer then an actual conal detection - or at least detect before the breath has finished.

    Since you can get sleeped even if you went behind (obviously you have to wait a second instead of going immediately but I dont like getting hit by things I didn't appear to get hit by).

    I'd like to see a roll directional feature in gameplay, double tap a direction (keyboard) and you can quickly doge in that direction. Obviously with a sort of cooldown so you dont have it being spammed making fights a bunch of rammus's running about.

    I think its funny people think of FF needing to have a slowed down combat style - because if you've ever watched their cinimetics they have always toted a fast paced very dynamic combat style.


    All that being said, It would be very scary to test out a entirely dynamic combat system on FFXIV. Since a lot of players here right now dont want that kind of thing, and they (SE) have never done it before.
    (0)
    Last edited by Shougun; 09-18-2012 at 12:45 AM.

  5. #15
    Player
    Onisake's Avatar
    Join Date
    Mar 2011
    Posts
    372
    Character
    Naomi Onisake
    World
    Sargatanas
    Main Class
    Marauder Lv 50
    With current skill sets the only way i can see having 'skill based' play is for team objectives. and skill as a group.

    IE: escort an NPC to a X location to take/destroy a strategic point. if the map is more maze like you can split people up along certain paths, set up decoys, etc. enemy team would need to send out scouts, set traps/ambushes etc.

    if you want to avoid a gear race, gear would need to add an indirect advantage to PvP. IE: pvp is based on objectives that are "NPCs" gear increases your damage towards PCs by a % in addition to giving you nice stats/bonuses. (potion Cooldown, etc.) because objectives are NPCs, and your damage to them is not directly affected any more than normal, it won't really give you a huge advantage except you have an easier time of dispatching the defenders. which may or may not help, depending on the situation.
    (0)

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