08-11-2006, 12:51 AM | #1 (permalink) | | Junior Member Join Date: Jan 2003 Posts: 83 Style: Light - Version 6 Thanks: 0 Thanked 0x in 0 Posts Gil: 1,398 Bank: 0 Total Gil: 1,398 Donate | Skillchains. Can you make them better? Personally, I loved skillchains; they're one of FFXI's most unique gameplay aspects. Skillchains promote teamwork and encourage players to use a variety of jobs when forming teams. Unfortunately, Skillchains at higher levels become less and less effective (i.e. constantly being resisted to near-nothing.) Additionally, because enemies in merit point PTs are usually so weak, it isn't worth bothering to use a skillchain because the enemy dies so quickly.
Can we expect to see some change to the skillchain system/balance to bring back this unique and fun style of play? | | ::Quote Selected:: | | 08-11-2006, 01:54 AM | #2 (permalink) | | Junior Member Join Date: May 2006 Posts: 419 Style: Light - Version 6 Thanks: 1 Thanked 10x in 6 Posts Gil: 5,698 Bank: 0 Total Gil: 5,698 Donate | Re: Skillchains. Can you make them better? They should raise the maximum exp for L70-75 to 500 exp. That way you can go for ITs and gain 400-500 exp per mob instead doing the regular TP burn against Ts and VTs for 80-100 a pop. | | ::Quote Selected:: | | 08-11-2006, 04:28 AM | #3 (permalink) | | Brain of Knowledge Join Date: May 2006 Location: Colorado Posts: 1,577 Style: Light - Version 6 My Mood: Thanks: 173 Thanked 107x in 67 Posts Gil: 12,218 Bank: 52,111 Total Gil: 64,329 Donate | Re: Skillchains. Can you make them better? I would also love the 500 a pop idea. Personally, I prefer chaining low monsters, but BLMs never get invited to meleeburn and manaburns are no where as good as their reputation. If we went back to fighting IT monsters, or at least the option, BLM might be invited to standar pts, something I'm all in favor for.  | Originally Posted by Ellipses | | Really, it's just like pretty much every question about this game that begins with "Why." The answer is "Because." | | Originally Posted by MCLV | | A subjob is like sex, you shouldn't have it untill your 18 but if you don't have it after 21 everyone laughs at you. | | | ::Quote Selected:: | | 08-11-2006, 09:57 AM | #4 (permalink) | | King of the Oompa Loompas Oracle of Knowledge Join Date: Nov 2005 Posts: 3,360 Style: Light - Version 6 Thanks: 10 Thanked 118x in 96 Posts Gil: 27,413 Bank: 50,142 Total Gil: 77,555 Donate | Re: Skillchains. Can you make them better? I stabbed you in the back, so that would make ME the murder suspect. | | ::Quote Selected:: | | 08-11-2006, 11:47 AM | #5 (permalink) | | Junior Member Join Date: Nov 2005 Posts: 258 Style: Dark - Version 5 Thanks: 0 Thanked 0x in 0 Posts Gil: 6,483 Bank: 0 Total Gil: 6,483 Donate | Re: Skillchains. Can you make them better? i'd never bring Malag to another normal pt again. just too boring as a mage in one of those.
but to be on topic, i'd like to see some new skillchains and also have them be less resistant.
but thats just me..... Balmor: Elvaan Male San D'oria Rank 7 BST 70 WAR 56 NIN 35 THF 30 MNK 30 PLD 22 DRG 19 RDM 13 Malag: Tarutaru Male Windurst Rank 10 BLM 75 WHM 37 BRD 20 THF 16 BST 14 | | ::Quote Selected:: | | 08-11-2006, 02:41 PM | #6 (permalink) | | Senior Member Brain of Knowledge Join Date: Aug 2003 Posts: 1,286 Style: Light - Version 6 Thanks: 0 Thanked 2x in 2 Posts Gil: 12,028 Bank: 0 Total Gil: 12,028 Donate | Re: Skillchains. Can you make them better? Emm.... how are level 3 skillchains weak?
lvl 3 can do upto 150% closer damage, and the only way to fight some HNM is to MB them with skillchains.
Though the reason people stop SCing in TP pts is because VT's def is so low = (you can do full+ damage on DoT)
While I do wish they expand the skillchain system, it's not weak.
They're not giving us lvl4 dang it! Tenzen needs to eat his own medicine
Maybe Skillchains can be expanded to JA bursts though there are very few offensive JAs. | | ::Quote Selected:: | | 08-11-2006, 03:48 PM | #7 (permalink) | | Member Join Date: Jun 2006 Location: Read my blog Posts: 979 Style: Light - Version 6 Thanks: 0 Thanked 92x in 64 Posts Gil: 5,025 Bank: 0 Total Gil: 5,025 Donate | Re: Skillchains. Can you make them better? Level 3 SCs need to never resist and should always be at its full effect on VT-IT monsters with no elemental strength. And very high level monsters weak to Skillchains would be needed. Read my blog. ffxibrp.livejournal.com Currently: Entry #32, August 31/07.
Entry 32: Death to Castro | | ::Quote Selected:: | | 08-11-2006, 07:21 PM | #8 (permalink) | | Member Join Date: Feb 2003 Posts: 536 Style: Light - Version 6 Thanks: 2 Thanked 7x in 5 Posts Gil: 1,864 Bank: 0 Total Gil: 1,864 Donate | Re: Skillchains. Can you make them better? | Originally Posted by Onionsoilder | | I would also love the 500 a pop idea. Personally, I prefer chaining low monsters, but BLMs never get invited to meleeburn and manaburns are no where as good as their reputation. If we went back to fighting IT monsters, or at least the option, BLM might be invited to standar pts, something I'm all in favor for. | I sorta have to agree with you. I don't get lack of party invites obivously but I believe standard parties were so much more fun then the burn and cannons of nowadays. I loved casting as many songs on people as I can while doing a little speacialized songs inbetween(etude's for big spell or sneak attack). These cannons and manaburns just threw all my fun out the window. | | ::Quote Selected:: | | 08-12-2006, 08:56 AM | #9 (permalink) | | Veteran Member Brain of Knowledge Join Date: Nov 2003 Posts: 1,724 Style: Dark - Version 5 Thanks: 52 Thanked 292x in 148 Posts Gil: 37,314 Bank: 0 Total Gil: 37,314 Donate | Re: Skillchains. Can you make them better? | Originally Posted by Drogen_Shomuro | Personally, I loved skillchains; they're one of FFXI's most unique gameplay aspects. Skillchains promote teamwork and encourage players to use a variety of jobs when forming teams. Unfortunately, Skillchains at higher levels become less and less effective (i.e. constantly being resisted to near-nothing.) Additionally, because enemies in merit point PTs are usually so weak, it isn't worth bothering to use a skillchain because the enemy dies so quickly.
Can we expect to see some change to the skillchain system/balance to bring back this unique and fun style of play? | I just have to ask, was the irony of the juxtaposition between your post and your sig intentional? Or did you shoot yourself in the foot by saying skillchains are useless while your own sig shows you doing 1600 skillchain damage - to an NM?
High level skillchains aren't resisted much in my experience, unless you're doing darkness on bones or something stupid like that. Skillchains become much MORE effective after 65.
The problem with T enemies is real, but skillchains are only one of the side effects of the real problem: weak monsters being worth more exp/hr than challenging monsters. That needs to be reversed before any other balance problems are addressed, because a lot of other balance problems are only there *because* everyone is fighting Ts. Skillchains and magic bursts work just fine on ITs, as you would know if you had ever merited in someplace like Lufaise or Uleguerand before TAU came out. Nobody wants to merit in those places now because they can kill imps that can't fight back every 30 seconds and get 100+ exp each, but once the exp disparity is fixed... it's actually a lot more fun to fight monsters that fight back. And good team tactics are an asset.  Defeated: Maat, Divine Might, Fenrir, Kirin, Cactrot Rapido, Xolotl, Diabolos Prime, Kurrea, 9/10 Dynamis Bosses (missing Tav), Promathia, Proto-Ultima, Proto-Omega, 4 Jailers, Apocalypse Nigh
RDM75, PLD75, DRG75, DNC31, COR30, RNG28
Windurst Rank 10, ZMs & PMs Complete, AUMs Complete, First Lieutenant, Holyknight Emblem | | ::Quote Selected:: | | 08-12-2006, 10:28 AM | #10 (permalink) | | imaginary Join Date: Nov 2003 Posts: 188 Style: Light - Version 6 Thanks: 8 Thanked 3x in 3 Posts Gil: 1,971 Bank: 0 Total Gil: 1,971 Donate | Re: Skillchains. Can you make them better? If you were to adjust the reward for fighting lower-level monsters, then the few jobs that solo would have even less of a reason to; you can say that "this is a party game, blah blah blah" but... I think that what needs to be adjusted is the rewards of fighting IT mobs, not the toughs - in some way, both options should become viable.  Ho-hum. | | ::Quote Selected:: | | 08-13-2006, 05:29 AM | #11 (permalink) | | Junior Member Join Date: Jan 2003 Posts: 83 Style: Light - Version 6 Thanks: 0 Thanked 0x in 0 Posts Gil: 1,398 Bank: 0 Total Gil: 1,398 Donate | Re: Skillchains. Can you make them better? | Originally Posted by Karinya | I just have to ask, was the irony of the juxtaposition between your post and your sig intentional? Or did you shoot yourself in the foot by saying skillchains are useless while your own sig shows you doing 1600 skillchain damage - to an NM?
High level skillchains aren't resisted much in my experience, unless you're doing darkness on bones or something stupid like that. Skillchains become much MORE effective after 65. | That NM is a Bastok Mission 6-1 NM that's probably level 60 or so. When fighting IT's, level 3 SCs usually get resisted to at least half. If I could do that all the time, I wouldn't be posting this. Regardless, my stance is that I love skillchains, and I'd like to see them used more. | Originally Posted by Karinya | | The problem with T enemies is real, but skillchains are only one of the side effects of the real problem: weak monsters being worth more exp/hr than challenging monsters. That needs to be reversed before any other balance problems are addressed, because a lot of other balance problems are only there *because* everyone is fighting Ts. Skillchains and magic bursts work just fine on ITs, as you would know if you had ever merited in someplace like Lufaise or Uleguerand before TAU came out. Nobody wants to merit in those places now because they can kill imps that can't fight back every 30 seconds and get 100+ exp each, but once the exp disparity is fixed... it's actually a lot more fun to fight monsters that fight back. And good team tactics are an asset. | I fully acknowledge that fighting T's is part of the problem. But at 75, there's few places that have IT mobs to fight. Even Lufaise and Uleguerand mobs are barely IT. It would be nice if we had more of those big, juicy, 300 exp mobs. | | ::Quote Selected:: | | | Thread Tools | | | | Display Modes | Linear Mode | Posting Rules | You may not post new threads You may not post replies You may not post attachments You may not edit your posts HTML code is Off | | | All times are GMT -8. The time now is 08:18 AM. | | |