So ppl woudl rather have your combo choices taken away from you (1.0), instead of you choosing which one you want to use? :-\
So ppl woudl rather have your combo choices taken away from you (1.0), instead of you choosing which one you want to use? :-\
Not enough Facepalms
Oh.
Well that doesn't necessarily kill combos either, and GCD doesn't imply that everything will have no cooldown either.
I just literally don't see the purpose of complaining about GCD.
In 1.0, prevention of using multiple skills at once was done with animation lock, which had its host of associated problems, but no additional benefits over GCD. A GCD allows SE to pace the combat the same way animation lock does, but also allows for free character movement and reflex/timing abilities that are off the GCD.
I honestly think this is just b***hing because WOW uses GCD and we can't have any of that.
I'm not really talking about the ability to spam everything at onceOh.
Well that doesn't necessarily kill combos either, and GCD doesn't imply that everything will have no cooldown either.
I just literally don't see the purpose of complaining about GCD.
In 1.0, prevention of using multiple skills at once was done with animation lock, which had its host of associated problems, but no additional benefits over GCD. A GCD allows SE to pace the combat the same way animation lock does, but also allows for free character movement and reflex/timing abilities that are off the GCD.
I honestly think this is just b***hing because WOW uses GCD and we can't have any of that.![]()
I know about the animation lock that acted as a gcd that you coudl not see in a sense before too.
I was addressing the ppl complaining that a GCD ruins the need for a combo rotation. Claiming that combo rotation was a result of "strategy" in 1.0. Where I feel strategy had little to do with it.
The old system forced a combo rotation NOT because the combos you used were effective, but because they were your only option. Which made a 4 different combo rotation kinda unimportant. You just used them all. Didnt even matter in what order. (except saving enough tp and Aoe for Garuda, and tp for nails in Ifrit extreme)
Some ppl complain that GCD will allow ppl to use the combos that are most effective for the situation. I see nothing wrong with this. Id rather use a combo because I WANT to rather than use an inefficient one just for the sake of it.
"If" SE gives half decent "added effects" for combos maybe it would be worth rotating more in. That sounds more strategic than being forced to use Simian smash and Aura pulse on a boss JUST because I cant dragon kick or Howling Fist.
on a GCD SE needs to give incentive to use other combos. Yoshi said the gcd was so choosing your action wisely was more important. Lets see if he can deliver in Beta and beyond.
And I hate the "OMG EVERYTHING in wow is awful and bad" crap.....
Last edited by RoninDarkchild; 12-22-2012 at 08:19 AM.
Not enough Facepalms
Yes, there really shouldn't be any reason why a certain combo or skill isn't effective or good. Granted, you have take into account situational skills, but there are way too many MMOs that have skills that you use a few times when leveling and then never touch again.
No, they're right. FF XIV should avoid everything that WoW had.
- Global cooldown
- Scaling skills according to level
- Quest leveling progress
- Exploration
- Hint to help players in-game so that they don't need to look at a step by step walkthrough
- Jumping so that you character won't be stuck by a waist-high fence
- Millions of accounts
- Financial success
And the list goes on![]()
The only thing lesser GCD noticeability did for 1.x combos was to give aesthetic flow when TP-dumping, where, fittingly enough, the time between attacks was however long the attacks take to do...
I'll agree that FFXIV had very, very little strategy to it though. Any combat position in a raid that I can sum up to a friend in less than a minute and have him execute perfectly with no prior game knowledge is a bit hard to take seriously in relation to "strategy".
I know I've belabored this point before, but really... people forget just how diverse both preparative (talent sets, priorities, probability counters, min-maxing, phases, strings) and instantaneous strategy (everything outside of fighting as if an unrelated and protected dps) were for many classes in WotLK WoW, and the reasons why that diversity existed. And that's not to say those things done well couldn't be done better by ARR, if SE would just try.
Edit: in all honesty, I enjoyed most of my time in FFXIV significantly more than WoW, but even as fun as Monk has been for me (versatility and ST dps ftw), I can't help but wonder how awesome it and my other jobs would be if the combat system as a whole was more intuitive, inventive, strategic, and fluid. WotLK Frost (HB-DR) DK and MM (Agil-gamble) hunter remains the pinnacle of combat strategy for me, as much as I'd like to just put WoW behind me completely.
Last edited by Shurrikhan; 12-22-2012 at 12:59 PM.
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