I think the range, once under status, should be increased. There's no room for mages to safely involve themselves and there's no room to recover if KO'd.
I think the range, once under status, should be increased. There's no room for mages to safely involve themselves and there's no room to recover if KO'd.
A thread by Alhanelem I can agree with? Well, color me surprised!
So yeah ... all you people who ran around trumpeting how SoA would magically create a "new endgame" and radically alter everything we do.
Yeah it's broke as sh!t just like I said it would be. It'll take them three to six months to get it remotely correct, then another two years to finish it. Or did everyone miss WoTG.
Doing damage is for WAR's, DRK is about soloing 75 content yo.....Originally Posted by Raelix
I dunno man, I get tons of heat here in the forum for being critical and pointing out what is wrong with SoA and the fact we are paying for playing a beta version. The good thing is they are pretty quick with adjusting, so maybe it will be playable and fun in a month or two at least? At the end it is up to entire player base though, they abandoned WoTG rather fast and no progress is being made in that areas. Lots of BCNM are inaccessible in WoTG due to no one doing beastmen lair. And you can't really progress in SoA without the entire faction quests being taken and advanced.
Most people see everything from a players point of view, as we all know the developers don't really play and have a different PoV. They don't want people clearing content fast, the longer the content takes to be consumed the less it costs them to create it. So all these blocks are intentional, they want to slow the player base down with needlessly complicated / broken crap. It's a fine line they gotta walk, make it too bad and the product will sink, make it too good and everyone will complain for more after they've consumed it. What they do is run basic numbers "Player will do X event Y number of times for Z average reward". They then plan their drop rates / reward requirements around how long they want that "average" player to take. Some will be faster, others will be slower, but essentially their looking at how long it takes 50% of the player base to consume something. And that is why they always make things hard initially, they knew exactly what it would do, they just wanted to buy more time.
Doing damage is for WAR's, DRK is about soloing 75 content yo.....Originally Posted by Raelix
That early phase 1 endgame is out there:
http://forum.square-enix.com/ffxi/th...dly-Skirmishes
Accessing it seems not yet known, need to whack more roots to find out. With the current reives still under testing, and enmity not yet adjusted, less players will venture out, which could mean locking this content out for awhile. Let's not forget WoTG, a couple of BCNMs are no longer accessible ever since no one is doing anything in the past.
Sorry, but you look at the last 1000~ posts by him, every single one of them previous was blindly agreeing with and arguing against anything a player complained/posted about.
Regardless of what was said prior to that, that qualifies you as "white knight" and deserves every little bit of mockery that comes with it.
However, not related to the topic, so should not continue this, (no point anyway you're wrong).
Relevant:
Never been a fan of knockback moves, but it's a logical mechanic. It's an effective method of spell interruption and one of the only ways to interrupt mob bards (enemies cause their resist silence actually works....) etc, its the range of the battlefield that should be adjusted, not the logical mechanic.
Yeah, because that's the whole point of what I said. You're a useful person and we need more of you in this world. Definitely.
If the justification for Knockback is the spell interruption component they could easily apply mostly the same animations and mechanics, but remove the actual movement and just call it "stagger." Same goal achieved minus the annoyance of getting flung in disorienting fashion on a game which always seemed to have in-battle movement operate as an after thought (there's something to be said about how oddly the game handles movement during combat even to this day.)
Last edited by Horadrim; 04-06-2013 at 02:32 AM.
Somewhere in space... this could be happening right now.
Don't know about you, but if something is trying to kill me, whatever it is, the logical thing to do is keep it at distance. (or try to kill it better than it can kill you lol)
That's what knockback is, the logical action of a foe. As I said, I can't stand knockback, I very much despise having to adjust my mule's distance when main gets knocked back, but I understand why it's there.
Last edited by Karah; 04-06-2013 at 02:42 AM.
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