You're talking about thm in two different forms, during 1.19 and after 1.20, when the classes were dramatically different. That's why people started bringing thm/blms....
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Have you forgot you playing a game in constant evolution? i feel sad for the people who play the game only for the satisfaction of have a gear that in a near future will be worthless compared to new one instead enjoy the fun and challenge of the content at the moment by playin the game the way they want instead be stressin themselves into get a gear that will be good only a few months....
That kind of people are the ones cryin later on about they wasted their time workin out their butts for awezome gear to find out there is new ones soon, while those other gamers who enjoyed game at the time of the dungeons playin the game as they wanted stare at them wondering "what are you cryin about? you forgot this a game you spent time to have fun at the moment, not something you play to aquire things for life, of course is a waste of time, is a game, not a work, enjoy the moment playing it".
The memories of you havin fun here doing things at that very moment is the only thing you will preserve from game, so why sacrifice your fun moments into stressin doing a dungeon to win a piece of armor that will be worthless in a couple months and ruinin everyone else game cause your rush?
Edit: by the way i know my gramar is horrible, i do it at porpouse, as a way of personal speech.
Didn't read all your post but I got the gist of MNK is overlooked for BLM/WAR/BRD which you want changing. I would agree with you and the problem is half from speed runs and running through but it is half the community want easy mode.
I cannot really comment on Cutters Cry because I have yet to go there, but I assume it is entirely possible to get a speed run done with MNKs, I do know its possible to win with a balanced party because my LS has done it, the community is sticking with the proven thorey of ranged attack and AoE only, which I knew would happen after it started with DH.
SE is less likely to change the dungeons because that requires alot of work and reprogramming, the will be more inclined to nerf the jobs everyone is bandwagoning.
I want SE to add a mob that will oneshot anyone outside melee range to kill off this ranged everything, but I bet that will not happen.
There wasnt blms yet even then, and thm still had same spells as when they released ifrit for first time, so dont know what changes you talkin about, thm was the same since they released ifrit up till the time people started bringing it out to ifrit way months after. And yes there was patches in betwen that time but thm didnt changed much in those.
There are players like what you describe but I find satisfaction in a style of gameplay that appears to be this on the surface, however, it is not. I play to have fun with my friends. I also find great satisfaction in the idea that we/I can do something in a highly organized and highly effective manner. Success is not the goal - success through excellent execution is the goal. This probably has a lot to do with being an athlete but that's something that drives me. Perfect what it is you do, refine, refine, refine and innovate but only when necessary. I like to win, but, believe it or not, I can take more pride and satisfaction in a narrow loss if I/we executed properly but were simply out-gunned as opposed to a sloppy win. In fact, a sloppy win will irritate me to no end while a perfect loss has me saying "maybe next time..."
Like I said, this looks like what you are describing but it isn't based on the gear - it is based on the experience and the achievement and sharing it with those you care about. I don't mind people aiming for new methods but being told that what I derive enjoyment is wrong is pretty much weaksauce with a chaser of PBR. We have a system that we deem to be the most efficient as of right now and we will use it until perfected. However, after it's all said and done we do like to screw around and try new things for kicks.
THM didnt change much? You serious? 1.20 completely changed everything (for all classes). 1.19 THM is way different than 1.20 THM. 1.19 THM had DoTs and crappy nukes. 1.20+ THM has Thunder>Thundara
The introduction of combos in 1.20 also led to a learning curve for melees, especially in the ifrit fight, as such THM became the 'easy' class to go with.
I really think you're forgetting about the impact 1.20 had. Here are the patch notes: http://forum.square-enix.com/ffxiv/t...tch-1.20-Notes
Correct me if im wrong.... but Ifrit Fight got introduced into patch 1.19..... and i been teellin yah alot of times people started fighting Ifrit with THM prior to 1.20.... so im not sure what changes you are talkin about in betwen.
And yes you right, THM isnt same in 1.19 than 1.20 i even told yah before thats right.... but i dont get how your statements take place on what im tellin yah when i told you already im talkin to prior 1.20
EDIT; by the way, those changes 1.19a and 1.19b didnt made big changes on thm.
(Sorry for this off-topic derailment)
I suppose I'm curious how THM worked out on Ifrit in 1.19. I can admit I tried it a few times was quite disappointed in the results so never really tried it again till 1.20. MP pool was lower then if I'm not mistaken and the nukes really didnt pack a punch. Which spells were used? Aero and choke were decent.
But another point is that you stated THM didnt change much from 1.19 to 1.20; this couldnt be further from the truth. There were quite substantial changes to THM in that patch, their entire spell/ability list was overhauled.
Good post OP, I feel for people who only have one class at 50, I get a funny feeling SE will just go completely to the other extreme with Garuda and cause the fight to be all melee and no ranged (besides the whm).