Again, them being weak or powerful isn't the matter. We all know that they can be powerful. The problem is that they're not *intuitive*
Intuitiveness is an important asset to a MMORPG combat system.



Again, them being weak or powerful isn't the matter. We all know that they can be powerful. The problem is that they're not *intuitive*
Intuitiveness is an important asset to a MMORPG combat system.

But you have to agree that if it's not intuitive the best solution is to let everyone know how it works rather then scrap it and bringin in its place something older...
I'm not saying there isn't a problem, but i think the main issue is about communication, not about the BR



Nope. When something isn't intuitive the best solution is to make it intuitiveBut you have to agree that if it's not intuitive the best solution is to let everyone know how it works rather then scrap it and bringin in its place something older...
I'm not saying there isn't a problem, but i think the main issue is about communication, not about the BR![]()
Posting an article in a forum/website explains something doesn't necessarily make it intuitive. The whole definition of intuitive involves people getting a mechanic thanks to intuition, because it's logical and natural, instead of having to go and read the manual![]()
I agree, things need to be intuitive. Yes, I can learn how to do it from a manual. I'd prefer a few simple instructions in game, or just something easier to figure out and use.

*agree with original post. Skill Chains and Magic Bursts were much more effective, easier in a sense to execute, and were much less en-cumbersome. Especially without an auto attack feature, everything kind of just stops while people try to get their regimen in order.

This would make Battle Regimen just perfect.If they could allow us to reserve Stamina/MP(etc) while stacking for that ability YET continue to execute other abilities then it would help a bit.
Then once someone executes the regimen it would take priority over anything you were trying to do.
I think people may be missing the inherent problem Skill chains had. It may not be as much of an issue now, as parties will generall be smaller (4-8);however, in parties with multiple players Skill chains REQUIRED other players not participating to hold back their damage while a skill chain was taking place. Effectively forcing other players to do less in order to not screw up the skill chain. Turns out, this was not effective, in fact, it was more effective to constantly throw out a random succession of attacks as quickly as possible. In the end, aside from the accidental occurences, skill chains were largely ignored. *note in some situations skill chains were highly effective such as battlefields BCNM/ENM/Assault/Limbus etc but were still smaller parties*
Battle regimen on the other hand, allows MANY players to participate very quickly. I do not know if theres is a maximum # of participants outside the number of allowable players in a party;however, you could potentially have 15 well coordinated players perform a battle regimen together in the same time frame of two players. So, I'm sorry, but battle regimens are extremely effective and certainly more effective than skill chains.
HOWEVER BR still leaves something to be desired. Lackluster animations/ high learning curve etc...
That said, I would say the battle regimen is an improvement of the Skill chain system, aside from the mentioned shortfalls.



Again. Effectiveness isn't exactly the problem or the issue here.
Something that almost no one uses because it's not intuitive is, anyway, automatically less effective than something everyone uses.
Skillchains were extensively used in FFXI until ways to deal more damage have been added. Balance the damage to make skillchaining desirable, and you can be sure people will use them.
On the other hand Battle Regimen can do (and actually do) as much damage as you like, but due to their lack of intutiveness, a vast minority uses them.
In large groups skillchains were more difficult to execute, but in large groups and raid contents is actually where coordination should be more required.

Whole heartedly agree with OP.
Nothing prevents FF11 from doing infinite skill changes, nothing prevents repeating light from non relic weapons, nothing prevents 200 people skill chains.I think people may be missing the inherent problem Skill chains had. It may not be as much of an issue now, as parties will generall be smaller (4-8);however, in parties with multiple players Skill chains REQUIRED other players not participating to hold back their damage while a skill chain was taking place. Effectively forcing other players to do less in order to not screw up the skill chain. Turns out, this was not effective, in fact, it was more effective to constantly throw out a random succession of attacks as quickly as possible. In the end, aside from the accidental occurences, skill chains were largely ignored. *note in some situations skill chains were highly effective such as battlefields BCNM/ENM/Assault/Limbus etc but were still smaller parties*
Battle regimen on the other hand, allows MANY players to participate very quickly. I do not know if theres is a maximum # of participants outside the number of allowable players in a party;however, you could potentially have 15 well coordinated players perform a battle regimen together in the same time frame of two players. So, I'm sorry, but battle regimens are extremely effective and certainly more effective than skill chains.
HOWEVER BR still leaves something to be desired. Lackluster animations/ high learning curve etc...
That said, I would say the battle regimen is an improvement of the Skill chain system, aside from the mentioned shortfalls.
They are there because the battle planners designed limits to such things.
It's not damage that's the issue here.
It's just that BR is shallow, and convoluted. And that's that. Trying to fix BR is hard right now because the idea behind it is really shallow. It has to be less spammy, more fluid, and more intuitive (and the bugs ugh).
In a single idea, BR is a coordinated, dog pile.
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