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  1. #51
    Player
    Mr_Gyactus's Avatar
    Join Date
    Mar 2011
    Posts
    338
    Character
    Rugiada Brightdawn
    World
    Ragnarok
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Roaran View Post
    I'm curious, for anyone against this thread's topic; If incapacitation and damage type were not an issue, would you then be in favor of having most/all/new weapon skills be restricted in order for the developers to have a manageable list of animations/effects an so said animations/effects could then be improved?
    If incapacitation was not an issue, probably I was never using cross-class skills. The damage is lower (without affinity), cooldown higher...
    i.e. I use leg sweep with every class because I don't have a formal substitute, or I need more stun's skills in my rotation.

    If I'm tanking as marauder, I need taunt and provoke. If I'm tanking as gladiator, do I need taunt?

    I can use some skill from conj if I'm thau, but does it really worth? less damage, cooldown... and both have direct spells and DOT spells.
    (0)
    Last edited by Mr_Gyactus; 05-15-2011 at 07:19 AM.
    I have 10,000 needles,
    I'm not a weaver,
    and I'm not scared to use them.

  2. #52
    Player
    MeowyWowie's Avatar
    Join Date
    Mar 2011
    Posts
    1,162
    Character
    Meowy Wowie
    World
    Balmung
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by Roaran View Post
    ****Also I think some people might be getting confused. This thread is only about limiting weapon skills, not all actions. Those not familiar with ffxi, a weapon skill would be considered any melee skill like Skull Sunder or Red Lotus Blade, or possibly even magic skills like Damnation and Radiance.
    I have to agree with this. I think some people are getting confused with the difference between Weapon Skills and Abilities/Magic. Even if they restrict WS's to their parent weapons the system is still very customizable. To me, it just makes sense that Weapon Skills should be just that, Weapon Skills. Abilities and Magic should remain unchanged.

    In the end, I think the new job system they're working on will take care of all this. Though I'm assuming they they might restrict WS's, Abilities and Magic with it, something many will not be too happy about. For example: Changing to Paladin will only let you equip staffs, swords and daggers for weapons; healing and buffing spells for magic; and enmity generation, defense/magic defense buffs for abilities.

    I personally would accept this system, but I'm sure many will not. We'll see what happens.
    (0)

  3. #53
    Player
    Karbine's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    266
    Character
    Karbine Vashai
    World
    Excalibur
    Main Class
    Miner Lv 50
    After the announcement of the new battle system being right around the corner, AND a new job system in the pipeline I am going to withhold my opinions and judgement on the current system. But I found nothing wrong with XI's job setup. Not to say they couldn't drastically tweak it but I really hope for some roles in PT based battles.

    Making WS abilities more specialized for each class would be one way of doing this. Especially if they had effects like dispel, and weaken, or stun attached to them.
    (0)

  4. #54
    Player
    kukurumei's Avatar
    Join Date
    Mar 2011
    Posts
    1,160
    Character
    Mei Mei
    World
    Ultros
    Main Class
    Leatherworker Lv 50
    Well they would first have to overhaul the long overdo problem of most skills being exactly or close to the same.

    It brings back the FF11 battle system argument that, at least they had the foresight of giving things like WS very specific properties so that people would tactically select between them.

    The who idea of skill chains revolved around WS properties as much as damage and as much as types of weapons. Much more elegant then what we currently have in FF14.
    (0)

  5. #55
    Player
    Physic's Avatar
    Join Date
    Apr 2011
    Posts
    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by kukurumei View Post
    Well they would first have to overhaul the long overdo problem of most skills being exactly or close to the same.

    It brings back the FF11 battle system argument that, at least they had the foresight of giving things like WS very specific properties so that people would tactically select between them.


    The who idea of skill chains revolved around WS properties as much as damage and as much as types of weapons. Much more elegant then what we currently have in FF14.
    uhhh not really, only some jobs could do certain skill chains for a long time, and you usually only had one weapon skill that had good damage for any level, so if you used something else, you were sacrificing major damage
    (i remember opening in a skill chain with one inch punch, when raging fist would have done more damage that the burst)

    This weaponskill system, looks more boring since they reuse 99% of the animations, but you have various useful weapon skills, with different costs, and different uses, and you often use more than one type in a fight, its much more entertaining to me.
    (0)

  6. #56
    Player
    kukurumei's Avatar
    Join Date
    Mar 2011
    Posts
    1,160
    Character
    Mei Mei
    World
    Ultros
    Main Class
    Leatherworker Lv 50
    Quote Originally Posted by Physic View Post
    uhhh not really, only some jobs could do certain skill chains for a long time, and you usually only had one weapon skill that had good damage for any level, so if you used something else, you were sacrificing major damage
    (i remember opening in a skill chain with one inch punch, when raging fist would have done more damage that the burst)

    This weaponskill system, looks more boring since they reuse 99% of the animations, but you have various useful weapon skills, with different costs, and different uses, and you often use more than one type in a fight, its much more entertaining to me.
    Not exactly. You have it backwards. Many weapon skills could interact differently, it was the choice of the player to choose.

    The fact that NA's typically had the "crab problem" was also effected to "usual suspects" weapon skills (distortion). Same with light because xp parties needed light properties(as oppose to bah darkness!).

    That didn't mean you couldn't go fighting dark weakness monsters or fusion monsters, or other elementally weak monsters.

    Though hitting a lvl 2 teir WS made some skills more preferable, but then it depended on the party formation again. The whole point of WS was to tactically choose well, and separate roles and specializations (like how most melees end up with keeping 2 weapons near capped).

    Basically "cookie cuttering" exceptions doesn't bring down the fact FF11 foresight into WS properties was many times more elegant then FF14's crap-tactular revision.

    FF14's skill system seriously needs/being revision.
    (0)

  7. #57
    Player
    Davorok's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Duh
    Posts
    640
    Character
    Davorok Byrmwilf
    World
    Excalibur
    Main Class
    Gladiator Lv 52
    Anyone who wants the Armory System to remain as it is has already lost this argument. They are changing it. Despite being unique and interesting in a sandbox mode kinda way, it was a dismal failure. It seems most people want more defined Class Roles and I think that is what we are getting.

    I hope we still can cross-abilities (some anyway, I can't survive without Sacrifice 2)) but I always thought using an Axe Weapon Skill with a Bow is extremely silly.

    Think about it...if a Pug is loaded up on Axe Weapon Skills and Abilities, it comes to a point where you're not a Pugilist anymore but rather a Marauder using Hand-to-Hand weapons.

    Why bother having Class Names at all then? We are all just "Adventurers" using weapons and skills all willy-nilly so from now on I want to be called a "GladiMar PugLanConTurge".....or maybe just "Weapon Master"...but I really just want to be an Archer.
    (1)

    Papa was a rolling stone...wherever he laid his barbut was home.





  8. #58
    Player
    Physic's Avatar
    Join Date
    Apr 2011
    Posts
    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by Davorok View Post
    Anyone who wants the Armory System to remain as it is has already lost this argument. They are changing it. Despite being unique and interesting in a sandbox mode kinda way, it was a dismal failure. It seems most people want more defined Class Roles and I think that is what we are getting.

    I hope we still can cross-abilities (some anyway, I can't survive without Sacrifice 2)) but I always thought using an Axe Weapon Skill with a Bow is extremely silly.

    Think about it...if a Pug is loaded up on Axe Weapon Skills and Abilities, it comes to a point where you're not a Pugilist anymore but rather a Marauder using Hand-to-Hand weapons.

    Why bother having Class Names at all then? We are all just "Adventurers" using weapons and skills all willy-nilly so from now on I want to be called a "GladiMar PugLanConTurge".....or maybe just "Weapon Master"...but I really just want to be an Archer.

    thing to keep in mind is most of the weapon skills, arent particular to that weapon, like red lotus, is not called red lotus blade, it is just red lotus. The description of concussive blow is beat an enemiy about the head, doesnt require fists to do that.
    Far as a marauder using hand to hand skills, really it is not the weapon skills that tend to define the class, it is usually the basic attacks. Pug is defined by heavy strike, flurry, light strike and pummel. light strike enhances defense and evasion, making them one of the best dodge charachters, and then they can make people pay with on evade moves. Flurry and heavy combine to make a pugilist able to deal a lot of blows fast. Its really that defines pug.
    Anyhow they are going to make some changes, but i think they will probably keep the armory system mostly intact.

    Honestly the thing they could best do to make battle more entertaining is add more unique looking weapon skills, and even abilities. they could do different motions for some of the skills.
    (0)

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