You'd start with your main hand out, and if you used an ability in line with your "off hand" (which would be on your back or wherever), you'd make a quick switch to it for the animation. For auto attack, if the monster happened to go out of melee range, it would automatically switch to your ranged weapon if you had one. That would also help solve the whole, back and forth enmity issue where the monster goes out of range of all the melee when a mage or ranged player gets hate. Maybe a flat 10-20% potency penalty for the off-hand to preserve some balance.
I don't think we'll be seeing AF/jobs this patch. I hope I'm wrong but it kinda sounded like that was for 1.19 last we were given any info about it(though that was 3 weeks ago). Playing conj yesterday I actually made the attempt(it was just 3 of us so not the usual zerg) to equip spells for each leve to target monster weakness and it made a big difference. Hitting 700-800 with stone II on gnats(profun. II, bloodrite II) was pretty sweet and I almost enjoyed the class. Then next leve again I had to replace stone II with thunder II for slugs. Having them all available would make the class a lot more fun, and slowing down the kill time of monsters, possibly throwing in some kinda SC > MB thing, would make conj something I would possibly enjoy playing.
That's because XI gear and events were/are based around gear swapping. Whether it was originally intended or not, by the time of RoZ gear was already being designed that screamed "I am a macro piece" (most obvious example: Hecatomb gear). So of course most content would be pointless without gear swapping, because it was designed for that very purpose.
I'm not a big fan of opening the can of worms that is in-fight gear swaps, but nor is it a make-or-break deal for me. As pointed out earlier, it's some of the consequences of gear-swapping that, in the hands of a so-so developer, I don't like. I don't want 8 year old content to still be "best in show" because gear progression has become more and more niche, but nor do I like the idea of everything being obsoleted within 3 months; and spending as much time writing macros on a third party tool to optimise your gear swaps than you do fighting is very boring indeed.
I'm hoping they accomplish this with the materia system they mentioned. Swapping materia for a given situation sounds much more appealing than blinking like a Christmas tree and more importantly it better either not take up inv at all or have it's own like crystals/currency. My inv is already fucked as it is and I can't even store items on mules because of no delivery system and it's so hard to sell shit because with no proper AH or price history you're playing a guessing game on an item's worth more often than not.
It did indeed. But I think they'll still start their Armory adjustments in 1.18. Limiting abilities and spells use cross-class, switching them up between classes, changing their effects etc.
But it won't probably make too much sense before the jobs are in.
Which is exactly what we're saying about itemization and how horrible it was/is. Expansions shouldn't come out with side grades. "Hey more shit i have to go farm to throw in my dps macro" or "woot new gear that blows what i have out of the water". I'll take the second option as long as it's handled properly. I don't agree with how it's handled in WoW when new quest gear is better than epic gear from the last expansion. Leave the actual look of gear to a wardrobe feature while slowly progressing and improving stats is the way to go.
Expect Auto Attack and thats it. That way you're not disappointed.
And expansions do not need to come with sidegrades. Many jobs had it that way, some others did not. Itemization was horrible, it was fucked from the very beginning when they should have been most careful. It doesn't make it any worse when done properly, something they can still do here.
All the naysayers are doing is making them go for the "replace everything every 3 months" route. If you think XI was the pinnacle of sidegrade systems, you're wrong. It must be made clear that XI's shortcomings need to be addressed, but otherwise they would do well to use the same concept here.
I want them to take a happy medium between sidegrades in XI and OP upgrades in WoW. My gear shouldn't be completely outclassed with every new expansion/dungeon.
And unless someone has a revolutionary idea that will shake the foundation of MMO's, sidegrades are necessary in that kind of structure. Dumb or not.
Anything new ?
I think they'll remove the stamina bar as well and put everything on cooldowns. I think that's kinda hand and hand with auto attack since that sets the system up for tweaks in the next few patches as they roll out class balancing(due to new cooldowns) and the job system.
I'm really hoping 'cool down' doesn't mean 3 minutes.
I think there will be more information than just the auto attack, you really don't need a video to just show they added auto attack. maybe to show the new battle interface etc. Not expecting much but yea we are all hoping.
If there was ever a video and its sole purpose was to highlight auto-attack, SE would get laughed at so bad...
Auto-attack: totally new concept!