Apologies. I haven't had much time the last day or so to make replies. But that rl tends to sneak up on a person, and stealth-kill.
Pretty sure it means almost anything that gives XP/SP won't be a situation like now where you might be able to 1-1-1-1-1-1 through the fight. I'm optimistic about the whole thing, but we'll see.
With what you are stating, that is most of the critters some of us might hunt for easy xp/sp. And as I said in OP, I'm not sure how I feel about auto-attack. Specifically, as an answer to those people who say they were upset about the whole "1-1-1-1-1" fight. As you said, we'll see. I'm just less than optimistic. SE needs
to deliver on this, as the first major improvement to the systems of XIV since the game came out. But my less-than-optimism outlook stems from what they've shown thus far in regards to player expectations vs. final delivery.
its not talking about diminishing returns, or some other programming code that makes it impossible to kill something with auto attack. It means that if you're fighting something worthwhile, the rate of damage from auto attack will not kill that mob before it kills you, you will need to use specials.
Honestly, this is my best-case scenario. And I pray you are right. This, I could live with. I could kill weaker mobs with a scepter to the forehead, but stronger mobs might need some carefully planted fire spells in the ****. This is really what I hope they mean with the vaguely worded description we've gotten thus far.
I would have agreed with you... in a game that works like FFXI. However, in a game like FFXIV (or WoW, or most others, for that matter), where your MP and HP is constantly healing, then something should be done to disallow the winning of battles through auto-attack.
At this point, mp and hp aren't "constantly healing" whilst in active mode, and this is a problem. Especially for mages. Mostly because at this point, mp doesn't heal in passive mode, either.
If they are going to do diminishing returns (and they probably aren't), then they should make it only start diminishing after a certain number of auto-attacks: this way, you could basically auto-attack about ten times and then use one ability (or, heck, even a TP move by then) to prevent diminishing returns. Additionally, the first few hits after diminishing returns begin could be a very light penalty, just to give the player some extra time.
Because SE isn't known for diminishing returns? But to be perfectly honest, I would even be happy with this. It's reasonable. :D
exactly what FFXIV needs, it will require a stat calculation overhaul, but it will bring in alot more players aswell as make the battle system more active.
I agree with this as well. I have always been firmly of the opinion that if the stats actually had some heft to them, we would be far more judicial with our allocation. And it's honestly, in my mind, one of the greatest fail attempts in XIV. We have the ability to allocate our characters the numbers we want them to have....it's just too bad they have no significance.
I got exhausted from playing PUP just because there was TOO much to do, and that's even using Windower and SpellCast to handle all of the gear swapping automatically.
Yeah. And I'm still
jealous, to this day, about how over-powered a competent pup could be.
Sorry, that wasn't aimed at you. I'm just bitter. :D
(Like most of my posts, it helps if you read that quote in the voice of Disney's animated Mad Hatter.)
is just cruel. It's like the song I can't get out of my head. Now I can't read any
post in a thread without thinking upon this.
You suck. :( Edit: t's aren't r's. That'll teach me to type in the dark. Edited, Apr 5th 2011 1:03am by Wintersage