After doing the path number 12, i am honestly excited to see more of these variant. Really curious on where they focus next.
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After doing the path number 12, i am honestly excited to see more of these variant. Really curious on where they focus next.
Maybe after that we can finally see what's behind the door in the Dravanian Forelands.
https://i.imgur.com/yTVe027.jpg
I enjoyed the dungeon so far, only done it once an followed Nanamo on the left path, odd that it only had 2 bosses instead of the normal 3 but maybe I missed something lol.
The biggest thing I've found out from the dungeon is that my main class.. GNB needs a refresh-able dot.. it was so nice having it to toss between a GCD outside of no mercy and continuation combo.. hopefully we get one for 7.0
terrible rewards, no longevity? it must be a SE production!!
there's potential. maybe. but as it is now, Criterion will end up in the "hit it and quit it" pile after like...a month.
got the Silkie and the emote from Variant, not interested in anything else, i doubt i'll ever go back into Variant as it is.
once the schedules relax and me and my FC members can all actually be online at the same time i'll work on the Criterion properly. for completion's sake. not assed about the ugly chair.
oh wait, i forgot, i need to "chill tf out" and i need to artificially drag it out over a period of months or i'm "rushing" aka "only the way i play is valid" and other mental things XIV players say whenever the game gets criticism
I think the problem is conflating "core concept" with "strict concept". MMORPGs in general have a core concept usually stemming out of the trinity (dedicated healer, dedicated damage dealer, MAYBE someone to tank the damage). Meaning that it's their base system. Whether that MMO decides to branch off of it or not is entirely up to them. FF11 has dedicated tanks, for example, but those can change depending on their build. WoW is a similar system. GW2 has more than just "Oh you tank, deal damage or heal" and such, as in a party your utility is incredibly useful as well.
FF14's outlook on it is "strict concept". We have no utility because it's always perceived as "broken". Square hasn't exactly made a game where we can explore different avenues, so trying to translate that into this game just won't cut it. Hence why BLU's current design has to be a Limited Job. We really only work with a ludicrously strict system where people deal damage, heal and tank, that's it. These systems where we have buttons with different effects emulate the utility and such that other games provide, breaking the Trinity a little. Or at least giving it more space to breathe. It's limited, but it's something given the sort of MMO that was built.
The Trinity's just a design choice. Devs then expand or constrict it.
Ampelio's right. Content that circumvents the trinity a bit (DDs with their scaling and pomanders, Eureka and Bozja with Lost Actions, Treasure Hunt with its scaling) is rather popular.
Going for a "don't like it don't play it" argument over the concept of the MMO isn't exactly that great when the whole point of this concept is literally made to cater to that xD Plus, people can enjoy the trinity and still want something that breaks monotony, can't they? Does everything need to lie on extremes with this community? If someone says "we could do with more of X" it doesn't mean they inherently hate stuff that isn't X.
Wait so there's no gear/power rewards? Then what is the point of that content?
You are literally gonna do it a few times untill you get the rewards you want and never bother again?
Even if content is fun, you arent gonna do it if you dont get anything out of it.
Oh, I see. I misread the last bit.
But DoT management just for the sake of having something else to do wouldn't be that great really. Variant Spirit Dart is a button you can press in any weave window with no loss, meaning you can reapply it in advance if you are about to enter a period when all of your weave windows will be spoken for. If you actually had a DoT as part of your job action set, there would be a loss associated with applying it too early or too late, which would cause complaints when people get annoyed that they need to reapply their DoT early or late because it's going to fall off during a period of weave saturation.