Why would that even be necessery?
Why would that even be necessery?
:shrug: Who knows wtf crazy endgame mechanics they will have. As it stands, maybe Monks supposed endless combo shit would benefit from it greatly, maybe?
I honestly could care less, but it seems to be a concern for many players...
They did indeed mention that, in one place or another![]()
http://forum.square-enix.com/ffxiv/t...809-27-2012%29
is the only thing I could find right now, ctrl+f cooldown, but it's ambiguous as hell and may pertain only to monk--i'm also beginning to think i read that on another ffxiv forum >.>
This forum still amazes me. People really complaining about the mob damage animation in an alpha?
Besides that foolishness you should all know that watching an mmo being played isn't the same as actually playing the thing. Of course it looks silly to a passive bystander. When your in the party using abilities avoiding AoE and in general doing your thing, you're not paying much attention to how the mob looks when you hit it.
Meh. Music sounded great, looked great visually, and seemed very fluid as far as menus and animations. Especially for an Alpha. I think there is still a chance if they get the content and combat right.
^Things you do in every current mmo for 100 Alex.
Uhh, you avoided things in the GW2 alpha, so yeah, debunked. Not sure what the hell you're trying to say here. Plus, we've yet to play a SE MMO where the differences between alpha and beta were any more than shading and graphical updates.
But, of course, if you wanna start acting all Nostradamus and predicting the future, then be my guest.
It wouldn't be the first time you'd be wrong, or shall we start going back to your 1.0 alpha predictions. I know the threads are still around here.
You're saying the fight in the video looked boring because we're not the ones playing it, avoiding AoE, so I asked you, where was the AoE, because I am actually 99% sure the fight shown is exactly as boring as it looked? There better be shit to avoid at cap in endgame, but your post makes 0 sense.
What we see is what we can comment on. You'd have to be a retard to shy away from the game from alpha videos, but unless they are planning on releasing this game in 2014, we're right to have some conserns. What they've shown us so far looks dull, boring and unimpressive for the most part.
I hope there will be several improvements when the beta hits and I can try it out for myself. The game obviously has a ton of potential.
Plus, we fought essentially the same mob within tam-tara and he did the same benny biggle wiggle when getting hit, and there was no AOE to speak of.
Even so, when has a FF ever had any sort of "evasion" ability aside from casting shadows and standing there. Evasion in FF either consists of standing there and the enemy "missing" from some arbitrary number, or running away, or /kneeling during a single, solitary fight.
Oh, right, Super Jump. Bravo, SE?
This game isn't GW2 Lucavi. And the 1.0 thread was 2 yrs ago. You want FF to play like GW2 than play GW2. If you want to do backflips amd other evasive ish during combat play TERA. There are options for you.
Personally I liked the combat at the end f 1.23. Different strokes for different folks.
Your problem is that if a game doesn't play to your specific standards it must be flawed. I know you think you're the judge and the jury when it comes to MMOs but you're not man.
Sounds like you're having problems accepting change, even the developer feels that the animation needs some tuning. I for one am glad that they are able to listen to fans for feedback, and seem to be working on a more proper schedule where they have time to address the feedback. I also hope they add filters so we can toggle what effects we can see, it will be hard to balance what looks good in a small party versus a large one. The proof will definitely be in the pudding, but seems like the updated dev team is at least trying to straddle the line between making informed decisions and addresssing player feedback.
I don't exactly see where AOE factors into wanting to have a polished visual for the game... and I truly hope they are able to adjust the game so that I'm not stuck reading the log if I want to be on top of the fight :/
When I'm DPSing I just want something to look out for (was tank for 80% of my time in WoW but still). Like "oh shit if I fail at this I'll die and might wipe the entire raid". WoW and Rift did that decent. There was nothing really challenging, but if you're an idiot you would definitely have problems with some encounters. If they can make it more challenging and fun for the DPS than the games out there, that's fucking fantastic, but anything close to what other games offer now in terms of "if you got too much tunnelvision as a DPS you'll die", I'm a happy camper.
Ifrit Extreme you had to run away from explosions, plumes, ifrit flying across the arena, etc. In Garuda you had to hide behind the columns. In Coincounter tank had to run away from it's swing, mages had to run in for the eye ability. In Khimira you had to run dodge to different sides for different breaths. Mages had to run from Voice of the Dragon.
Just to give you examples since you dint play post 1.23. Ifrit been the most demanding fight I've played in a MMO fight and not just cause of the lag.
Nael van Darnus' Lunar Dynamo was p awesome too--then again I may just be nostalging to like months ago