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  1. #1
    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.
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  2. #2
    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.
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  3. #3
    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.
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  4. #4
    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.
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