I like classes, I liked the cross-class system, and I think new jobs should have had base classes to start from and that the cross-class system should have been fleshed out rather than scrapped.
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I like classes, I liked the cross-class system, and I think new jobs should have had base classes to start from and that the cross-class system should have been fleshed out rather than scrapped.
- The 'No Duplicates' approach to Byakko (EX) is a real pain. I understand why it is done, though I see it as a major oversight on the part of the development team just like the days where 'Skip Soar' ended up becoming the norm for Zurvan (EX).
- Most disagreements in this game are, ultimately, trivial and could be resolved fairly easily if both parties involved were willing to talk as equals.
- PvP needs to be geared towards the niche that truly appreciate it and not the 'masses' who only jump in for tomes and experience but then abandon it the moment they cease to need either.
The thing is, the two aren't mutually exclusive in the context of an actual fight. A proper rotation isn't a set rotation per se. It's a series of balancing acts, and any new stretch of downtime can require a recalculation of the whole mess, which is where the instincts really kick in, but also come to involve your party as well. The NIN is going to arrive back from solo airships 2 GCDs late; I'll hold on to Kaiten-Higanbana until he arrives again to instantly Trick Attack. You can run simple guidelines like 1 global tick wasted out of 20 = 5%, so I'm either going to wait or not wait based on how late that Trick Attack will be. When you get a clearer picture of how long the fight will actually take, these guidelines can be put away in favor of working backwards from the previous ending, thinking about the downtime variance you've felt and how many actual casts of a given ability you can really get, and then start weaving them around your team.
As rigid as they might seem, there's still a lot going on behind rotations, whether visible by preparation or solely by gamble when in the thick of the fight, so long as you're not regurgitating someone else's.
*Sidenote:Personally I find tanks and healers to have the least spontaneous gameplay because they're relying on each other to keep to a certain plan; each is less free to adapt because the other is relying on them. Support-heavy DPS are second in this regard, while I find BLM and SAM to technically be the freest or most capable of spontaneous and adaptive change.
Ultimate series should'nt be one fight of 20 min, but instead 3 fights with a difficulty growing (Twintania : 7 min, Nael : 9 min, Bahamut : 11min).
The total difficulty shouldn't be changed overall.
It would permit to players to go in more easier, because the fights would be less longer, there would be at least one reward by fight (because some people need rewards more than challenge itself to advance. With a fight of 20 min, you never see the end).
The sentiment of progression would be better at my sense.
Ultimate is for challenge. Simply and only for challenge. And maintaining a high level of focus and proficiency over longer period of time is clearly a lot more challenging than doing it in smaller bursts.
And there is no progression to be had. It's an optional content that one never needs to step into and still be at the top. A test of skills, nothing less and nothing more. Making it easier would make it completely irrelevant granted that it would scrap its whole purpose altogether.
The Devs should have never made the MSQ required to do most of the things in this game. That was just a disaster waiting to happen.
That works for single player RPGs, not for MMOs
It also means we as veterans will be funneled back into this moldy content via roulettes and relic chains forever because the devs can't risk new players getting blocked by a queue stonewall. It's lose-lose for everyone, really. I've wanted them to uncouple story requirements from all leveling content at least for a while now. Roulettes that give some exp for alt jobs aren't bad but when every relic chain involves boosting some newbies through their dungeon queues or CT raids or whatever repeatedly it gets tiring.
Wow I didn't know they could possibly be doing a cutesy version!! I loooove both! It would be awesome if they made both the "cutesy" version and the "fierce version" for the 2 clans. You might not like the cutesy versions but I have to admit the design of the cutesy male bunny makes me consider untrapping myself and using a Fantasia for it! lol
My unpopular opinions are as follows... I'm plucking more or less my top five, because I have a lot. Keep in mind all of these are my opinions about how to make FFXIV better, not how to make it more popular / how best to pad SE's bottom line.
(1) Streamlining combat and jobs is boring. So is allowing people to access all abilities without leveling other classes / jobs. Give me more abilities, not less, and give me something at least vaguely strategic, a la the subjob system from FFXIV. Stop building the f***ing game around the massive limitations inherent in a gamepad.
(2) Elemental resistances shouldn't have been removed; they should have been worked into every corner of the game. Not only does combat suffer, but immersion does, too - casting a fire-based spell to damage, for instance, a Fire Sprite, just shreds immersion.
(3) The overworld should be a hell of a lot more dangerous. Bring back multiple types of aggro, monsters that don't abandon chase after a few feet, and enemies that are an actual threat at worst, and a significant time sink at best.
(4) Glamours are the bane of FFXIV's existence. Not their mere presence; there's nothing wrong with letting people dress up in different outfits (albeit I wish there were more restrictions than there are now; tanks in bikinis really kill off immersion). But the fact is, a huge amount of content and a huge amount of FFXIV's economy revolves around the latest dress or pair of pants or what have you. That's absurd, and it's given SE a perpetual get-out-of-jail-free card in regards to poorly-designed content. Build something lazy like Aquapolis or Lost Canals of Uznair? Throw some Glamour crafting materials into it that you can't get anywhere else! People will spam it, RNG-mania be damned! Oooh, and even better, let's charge players extra money - large amounts of it no less - just to get shiny mounts or expansion-themed outfits! Who needs deep content motivating people to keep playing?
Finally... this is probably the most unpopular if I had to guess...
(5) The Duty Finder is a huge mistake. It destroys server cohesion, and gives all range of unpleasant players the ability to avoid any sort of consequence for their behaviour. In principle, it's not a bad idea, but there should have been much sharper restrictions on it, queue times be damned. Don't allow cross-server pairings (so as to encourage socializing), and don't allow people to be paired with those who have blacklisted them. I love the convenience as much as the next person, but I'm quite convinced that abandoning it / scaling it back would be a worthwhile trade.
Agreed! To be fair sometimes having a good gear motivation helps. Garo bought lots of people in, some of them stayed. The new PVP sets are beautiful, but SO EASY to get, they require hardly any Wolf things, a few matches and your done...and then you don't look back.
The game has to many redundant DPS classes and some real missed opportunities.
As a tank, every time I see a machinist in party I always think to myself... Why are you here? The game has to many DPs not enough interesting tanks. Machinist could've made a really interesting pet tank, instead of just one more generic DPs.
What is this push towards pure roles? There should never be a pure DPs, healer, or tank in any mmo. Every class should be able to fill 2 roles of only to alleviate queue times, think swtor.
This game has a level sync system and a token system yet it insists on half assing both. Why are most dungeons level sync to 50 when the majority of them should be level sync to whatever the current max level is. Having the player base 20 levels below their Max level 99% of the time is the reason why the majority of them can't figure out harder dungeon mechanics or even their own class rotations because their skills are always locked off by level sync, this is just had design. Not only that, why aren't the token rewards normalized? Every dungeon 50 and up should award tokens, should be level sync and should be relevant. Move all the dropped loot in those places to NPC and make people buy it with tokens since the dropped gear is only glamour anyway.
Which leads me to the next point, every NPC that sells token gear needs to be streamlined, never was this more apparent then when I first stepped food into that mess known as Idyllshire. Dow 1, Dow 2, Dom 1, Dow 2, taut gobtwine, tautest gobtwine, Gtfo of here with that crap. It should be click, pick class, pick gear, and one single upgrade item that covers every piece of that tier. And for the love of everything, reduce the price of the 230 gear to reflect the new role it truly plays, glamour.
PvP is terrible. You cut my already Simplified class down from something a child can play to something a toddler can with these new PvP only 1 button wonder skills. I shudder to meet the PvP player that leveled from 30 to 70 in PvP and what that guy looks like the first time he tries an extreme dungeon. I pray for his duty found party and offer condolences.
We have proof it wouldn't. One of the contributing factors to the raid community's demise back during Gordias and Midas was the lack of cross-world PF. Depending on your server, you had a substantially smaller pool to recruit from compared to others. Gilgamesh rose to almost rival Balmung solely because raiders were trying to maximize their potential options. Likewise, servers such as Zalera, Lamia and Coeurl were on life support. Why stay on a server where you'll likely have no more than 20-40 raiders? They were saved entirely by the implementation of cross world PF. Putting that aside, the convenience cannot be overstated. I can log in and queue at practically any hour of the day without a hitch. Remove DF and there will be times where progression is all but impossible as not enough people are online.
Amen.
Even for someone who only started shortly following Heavensward's release, it gets increasingly tiring how they cling to every little piece of content; made all the more frustrating since you can wind up spending more time without your new toys to play with and dealing with broken 50-60 rotations. It's among the main reasons I want Eureka to succeed since they're supposedly keeping the relic contained there.
I don't know if this has been suggested, probably! SE can you please get rid of those awful sandals and give us bare feet instead? Q.Q
Agreed! XD
I still wouldn't mind the fierce version over the cutesy version either of course! I just hope they don't overdo it and make Viera race extreeeeeemely tall. Give us a good height-slider! :)
are upvotes for agreeing with you? or for agreeing they're unpopular?
anyway, 1 and 2 were redundant systems bc FFxiv isn't the "complicated MMO" of this genre, its meant to be majorly casual, mass appeal, for people with just an hour a week, etc. anything else is just a bonus to us people who play semi- to regularly- hardcore.
I kind of agree to 3, but I wouldnt be surprised if the Yoshi P thought overworld mobs were useless and secretly wants to abandon the idea altogether. I imagine he thinks "he cant" because people would be so off-put by an mmo w/o overworld mobs that dont serve much purpose.
Glam is a hot mess. Raising queue times for duty finder just cant be a good idea despite any lack of server cohesion, I think they needed to do this to keep everyone playing.
No, the issue that this was there to address is that people simply do not like to raid in this game, at all. Cross world is a bandaid. Even with this easy tier, if you look at PF, at best you find maybe 5 learning parties at a time for the raids, and it's rarely more than 20 sigma raids on primal at all, counting farms and clears. This is across a data center that is rapidly approaching 8k players a server over a dozen or more servers.
Gordias set the absolute low end floor for that, but niche content in this game struggles to draw people. PvP from HW to now alternated between 72 man matches popping at 5 min intervals to 8 man matches at 30. Even primal farm parties for ponies are relatively underused, and they seem totally dead now; you see old ex primals more for WT.
I think they are going to need to start working on endgame and make it more of a long term, tiered approach.
I’m not a fan of the maid/butler outfits and am not particularly concerned about their price point, since I won’t be buying them.
No, it wasn't. Cross World PF was implemented for the precise reasons I said. Many small pop servers were basically at a point where merging them needed strong consideration. Cross world largely alleviated that issue. Raiding is no less popular than crafting, gathering, PvP and the host of other niche activity the game provides. The entire purpose behind a theme park MMO is "something for everyone." Nothing except the basic progression will ever stand out because it isn't designed to. You cannot take one piece of the proverbial pie and compare it to everything else.
I cannot speak about Primal as I lack a character there, but Aether "High-End Duty_ tab frequently ranges from 40-70 parties, especially at prime hours. Of course pony farms will be less common. Not only is it four year old content, it's incredibly easy to solo. I saw plenty back in Heavensward and now see a fair few Birb farms.
Now I do agree longer lasting content may be something they needs considering going forward, but chances are if it's progression related. The highest level, in this hypothetical scenario, would be locked behind Savage.
SE told us before the sandles are because of how jacked up the run cycles look without a heel on some races. We'll likely never see taller heels for the same reason.
I agree on Viera height, tho I wouldn't be apposed to a max height Viera being an absolute tower. (Not many players max Roe or Elezan ladies, but it's pretty intense to see them) The Ban'gaa we saw were direct rips of FFXII designs, so I really don't know where they'll go with Viera if/when we see them, playable or not.
Here's another one I thought of, crafting and gathering would be 1,000,000x better without any RNG whatsoever and we'd be better off without materia or HQ items.
RDM needs a slight increase to its damage input.
The usefulness of Vercure and Verraise is largely overblown. It's neat utility, sure, but more often than not both the RDM and a healer will do the swiftcast and raise combo at the same time. Especially in a group that isn't communicating over voice chat.
Unfortunately, even in the west the fandom for those types of races are still very much in the minority. Look at other games: you don't see many people playing animalistic options unless they're: a) cute or b) got a humanoid aspect to it. That doesn't mean folks should stop petitioning for it: you should keep going. However you're walking up a higher hill than you think.
As for the cute thing: people want more cute options for the same reason people want bestial options - the current options don't fit. The Au Ra were an attempt at an elegant type of cuteness, but not everyone likes the sleepy-look they tend to have or that they're trapped into forced face/horn pairings. And Miqo'te are the energetic cute race, but not everyone wants to be a cat. And not everyone wants to be as tiny as a Lalafell and risk big changes to their game just for the sake of being cute. That's why people are hoping for at least one more traditionally cute race that can bridge the gap between au ra/miqo'te and Lalafell.
This next bit isn't against you personally, it's just my final point: you telling people who want a cute race they should be happy with what they've got is no different than folks saying you shouldn't get a bestial race because you have "fierce" races in Roes and Highlanders already. It makes no sense. We want more races because what's out now doesn't feel like "home" yet.
I practically grieved for the customization opportunities lost when Yoshida decided to just proceed forward with a contradictory and half-assed Cross-class actions and later the underwhelming Role Actions rather than fleshing out class identity, synergies, and job extensions in an actually decent manner.
While classes like Templar, Ronin, and Gunner -- if again made just for the purpose of "filling out" a checklist of class before the real job -- might not be worth missing in and of themselves, the more integrated skills and magics systems a real cross-class system might achieve are certainly worthy of retrospection.
I'm not sure, khajiit and argonians in ESO are decently popular. Orcs, nords and wood elfs are on the bottom and they are very humaniod, especially the nord. Even very beastly options like Worgen and Tauren in WoW, as low res as they are, are appreciated.
Its not smart to write off less humaniod races so quickly.
As someone who doesn't play ESO, does race affect your stats, and if it does are khajiit and argonians considered to have good stats compared to other races? Thats something that can cause a person to choose a certain race in a game even if thy like the other options more in appearance. XIV's racial stats are gone if I remember right, and even when they were around were so minuscule as to not even matter.
Also I know there is something about Argonians and lust? I've never played any ES game so I know very little but if that isn't just a thing inside the game world that would put Argornian on a "desirable looking" thing.
There are racials that are stronger than FFXIV's, some can eventually be overcome with high CP, much like in FF how when you are low level your racials make more of a difference with your stats. Even so people unless they do endgame mostly play what they want. I only know argonians offhand and they have a lot of bonus to healing and potions so they make alright heals and tanks.
You could say its simply racial for all the popular "beasts" in games like Charr in GW2 or the ESO examples I gave but i think if you look at the general population for MMOs nowadays most people don't min max and do pick form over function, especially casual players.
I really don't like some of the story choices I'm shoe-horned into picking. More often than not I'm saying aloud "My character wouldn't respond that way! Why are these my options? They're dumb!"
My opinion that I believe is unpopular...Scholar should be separated from Arcanist. It could be job-only like the newer jobs, or a class (Savant or whatever) could be made for it.
Why I believe is this unpopular is that everyone and their mother seem to think that SUMMONER should be the one separated, for who knows what reason, despite summoner and arcanist being the two DPS while it is scholar that messes the two up due to being healer and limiting the arcanists design...
Also, I actually liked the class/job system and I wish they would still do it. But without any stupid ideas of branching into another job category. DPS should turn into DPS, healer into healers, tank into tanks. I don't know who decided to make a scholar (healer) branch out of arcanist (DPS), but that person should be fired, or at least have his salary bonus cut away permanently.
Flying is an excuse to design map layouts that are annoying to travel through on ground. Future expansions should scrap the ability to fly entirely and make areas more openly accessible.
Also flying elephants.
I just want more different races and not another version that just has some animal ears and a tail and most of the rest just being a normal hyur. Heck I would have no problem if they would use the tribes more and give us one tribe that is more cute and the other tribe more beastly. They could have easily given the Xaela the fiercer looks since they are a war race and make the Raen the cuter ones since they mostly live with other races. Thus both sides would be happy.
Huge reason for the popularity of those races in ESO is the racial bonuses. Khajit and Argonians have some of the better racials for pve and pvp, respectively. Nords have the least useful racials in that game. Those sorts of bonuses have a bit more impact on characters in that game than the racial stat differences here (that at this point may as well not exist).