That aggro mob icon needs to be made optional, I hate it.
That aggro mob icon needs to be made optional, I hate it.
People like seeing names. They just don't need an icon to tell them something agros. -_-
Any other Archers notice a drop in Bloodletter's effect sticking on Nms? Wondering if they ninja nerfed it.
They should have made the aggro symbol adjacent to the difficulty icon. That way you wouldn't see huge red stars everywhere. Only when you select the enemy and looked at your target.
I liked the old system better for figuring out aggro. Made exploring an adventure.
"Hey guys, do buzzards aggro?"
"I dunno, why don't you poke it to find out?"
"Hey, buzzards DO aggro! Can someone raise me please?"
I would love to know if the icon is only temporary in order to teach people what type of mobs aggro and which ones dont. I can see it being removed at one point.
You don't know SE very well, do you?
Between the giant mobs and the fucking web 2.0 agro badges. This update has to be a joke.
People really bitching over a fucking aggro symbol, gtfo.
The mobs being bigger was something necessary imo, they were too tiny before. I think the aggro symbol is retarded though, they really wanna turn this into WoW or something it seem. That surprise factor was nice in FFXI.
Yeah cuz WoW "works" and SE needs money bad at this point. We've had what they presumed would print money for them over the next couple of years for free since September now and something's gotta give. If they plan on charging us anytime soon, they need to make XIV actually look, feel, and play like a game. Who can blame them?
I don't mind the aggro indicator, but they should've used a better icon for it, this star looks silly IMO (how about a red skull?), same with the rank up animation adjustment, it looks flat out retarded now, but hopefully this "cheap" change is just temporary.
As for the bigger mobs, I was actually afraid the bigger size might kill their texture but you can actually see the small details on some mobs now.
Well I wrote up a fairly lengthy post that got eaten, so I'll try to summarize it quickly.
The action bar and the targeting system are fundamentally at odds with each other. There's no easy way to get focus to one when you are in the other. I don't think the traditional confirm/cancel button paradigm works here because you need to be able to access both systems independently of each other at the same time.
I start to question the usefulness of the action bar at all. It doesn't directly allow for variables (subtargetting, AoE, etc), it isn't as powerful as a macro, and it seems to get in the way as often as anything else.
I think it either needs to evolve into something considerably more powerful and versatile (either becoming something like a menu system, or macros) or be put to the side in favor of macros. For the later to happen, however, I think you need an auto-attack.. battle is already enough spam without having to do every attack with two buttons.
Anywho, I think the answer is to dedicate a button to the targetting system. You can ditch the button that takes you to the status effect bar, and hitting that could either be a modifier key held during targetting, a toggle into targeting mode, or takes you do targetting mode while "confirm" takes your focus back to the action bar.
Unless some of the upcoming battle system overhaul makes this a moot point, it will continue to be a hindrance to smooth gameplay.
I'd be okay with scrapping the action bar.
Busted this out last night, leveled marauder from 1 to 10 and can say I am completely pleased with how much they fixed weapon deterioration. Still would prefer them to get rid of it all together but I'll take it now as it is, as my weapon is at 95% after leveling, and similar jobs leveled before this patch range anywhere from 75% to 80% for the same leveling process of doing 4 leves and like 15 minutes of grinding mobs.
I like the aggro warning system, but the icon could be different, or just make the name red (like how WoW does it.)