undersized or people left?
undersized or people left?
I wonder if you can solo step of faith... mmm
Depends if you can handle all the adds+ do as much damage as a whole party at 50+cannons+dragon killer.
I doubt it tbh.
It's still a shame that there are still so many people who are leaving this duty before it has even started. They just don't have the patience to deal with this duty, even though it easy enough to kill in one go (as long as people listen and handle mechanics as they are meant to).
So far I've helped about 30 players to clear the Steps of Faith, and there are still more then enough people who still need that clear.
So, it has been creeping me out for a while (every time I come to the forums now). What do you guys think?
https://scontent-lax3-1.xx.fbcdn.net...89138213_o.jpg
Specifically, this:
https://scontent-lax3-1.xx.fbcdn.net...37&oe=56835688
...Is it just me? The outfit makes her body not look like it's aligned correctly and it creeps me out!
Whoa, that is definitely messed up! It's like they did some bad photo-shop work or something.
Here you go, straight out of the Heavensward Benchmark. (^_^ )
http://i.imgur.com/YfBQPd4.png
*sneaks in and looks around* o.o
Anyone notice the flavor text for the Iceheart minion is actually a reference to the Late Macho Man? It's actually a famous quote of his:
http://www.azquotes.com/picture-quot...e-92-54-20.jpg
I thought that was ahem...cool.
Why the hell someone would call me a nigerian prince?
Sure i have a personal mansion in the goblet, but I dont think it should be a reason to call me so.
oooo Keith! Helloooo! /wave
I voted for both and like some of them and some not. It was a pretty fun idea.
However, with the way the community reacted i doubt this will ever happen again.
I want to share my thoughts of the current meta, since this is general discussion:
1. Too much focus on DPS
I posted this one here:
2. Content livespan is too short
Battle content only seem to last 1 or 2 patches, meaning that we only consume the current content... and there isn't much of it.
At any time, we have 2 Dungeons in Roulette? 1 Endgame raid?
Band aid fix would be to give the highest tier tomestones on most dungeons - Expert roulette dungeons aren't harder than the others (see below).
But really, it would be nice if we had something fun. It's hard to come up with content that caters to all and is fun, but I have seen it before.
(There was this old game I played where it was a large scale capture the flag pvp, with high level players getting the flag and infiltrating the enemy base outnumbered 1:20 and low level players building defenses using level independent items for the base blah blah blah.... Same thing can happen here if you don't ilvl sync large scale pvp actually you know what this is too long I will make a separate thread)
3. "Hard" (In game term) is a misnomer
I think you can guess this one.
Expert roulette?
The XYZ (Hard)?
When aurum vale (not hard, not extreme) 1 shots you if you can't dodge lol
Not a huge effect (but related to 2. above), it just annoys me
I can see where you are coming from and i do agree with several points you’ve mentioned, but there are also a few where i disagree with the arguments you’ve used to clarify them.
Lemme explain:
Yes, i agree that there is too much focus on DPS, but mostly from the pressure placed on “me” from other players rather than the DPS Checks that SE has added to the end game content.
I’m a Paladin and it’s the class i’ve been taking to Coil since i joined the static. There are quite a few times where people would tell me that i might as well use Warrior, because it was the better tank for <Insert Random Turn here…>. However, i soldiered on. I basically learned how to tank by traversing through Coil. I’ve been laughed at for using vit gear with parry. But, i didn’t care because i firmly believed that it can be done with a Paladin.
And we did.
I’m sure as hell proud of what we’ve accomplished in this game. Even if i’m not at the same level as Lucrezia or Elysium. Those guys are extraordinary players and i applaud them for what they’ve accomplished.
I don’t care people other people think i’m a bad player because i don’t play my class the way they think it has to be played. But i am getting sick and tired of people pigeonholing a class i’ve worked my ass of to learn, just because it’s not dealing “enough” DPS.
Ever since the release of Heavensward, the threads regarding the performance of several classes was the subject of most of the people on the forums as well as Reddit. It’s perfectly fine to discuss balancing issues, if you really believe that they are performing below standard. But, the biggest question is, who determines that a class is performing below standard?
The discussions went on, changing rapidly into heated discussion, followed by raging and flaming each other who thought differently. The forum slowly turned into a war ground in which 90% of the threads became depressing to read. I can tell you that it affects the way you play the game as well and slowly starting to lose the “fun” factor.
Things have changed since the release of Heavensward. Every discussion i read on the forum boils down to DPS, in this case the lack of it. People are now being judged by their Damage output. Not just for Alexander Savage, but for everything. If a healer doesn’t DPS, (s)he’s bad. Even if the duty requires the healer to focus more on healing because of the damage the party takes. If the tank can’t hold hate of 1 mob in a decent sized group, (s)he’s bad. It doesn’t matter that every DPS is focussing on a different target which is not the main target of the tank, if the tank loses hate… (s)he’s considered to be a bad tank. If the tank doesn’t dish out “proper” DPS or is wearing VIT gear and VIT stats, (s)he’s bad. If a dungeon is not being cleared in less then 10 minutes, they are bad. If they cannot clear T9 with Echo, they are bad.
In short, if you don’t live up to their expectations, you are a bad player and subject to rude behavior.
People need to let go of these expectations. Not everyone is top level raiding material. We are human beings with various levels of skill, experience and expertise. I’m not asking for a perfect world, but can we at least get along?
*ahem* Sorry about that… Got a bit carried away there... Back to the subject at hand. (^_^; )
I guess this depends on who you are asking. When it comes to tanking on my Paladin, mitigating the tank busters is a very important job, but certainly not the only thing that determines the difficulty of the class nor the content.
Maintaining hate is also a difficult job. I can safely say for myself that if i really have to work to maintain my hate, then the people in the group are putting out a lot of damage and thus generating massive hate. I then really have to pay close attention who is gaining on me when it comes to Hate. This will be very difficult if you (for instance) have 2 Melee characters in the group and they both fight their own monster, instead of attacking the same target together. Based on the damage each of the DPS dish out, i need to switch between the targets and make sure that i keep up with the hate generation.
When i’m not fighting a boss in a dungeon, i barely have the time to switch over to another combo, like the TP combo and the Royal Authority combo. I have to keep spamming Flash and the Rage of Halone combo in order to keep hate.
The worst combination for me is when you have a very good Melee as well as a very good Black Mage in the group. The Melee will generate a lot of hate on 1 single mob, for which i can only keep up by spamming my Rage of Halone Combo. But, at the same time the Black Mage is AoEing the entire group, generating a lot of AoE on the remaining targets.
If i manage to keep hate with that kind of DPS Combination, i pat myself on the back saying i did a good job.
This also depends on the tank you are healing. For instance, my Paladin currently has 18k HP, so it would be good if the healer can dish out 3k Heals with a Cure 1. I’ve also healed a lot of dungeons and i’ve noticed is that one tank is being hit harder (with hits dealing over 4k damage) then another tank. Resulting in the fact that i have to heal him with Cure 1’s and Cure 2’s to keep him/her alive.
Although, i’m not sure what you mean by “causing more downtime” within that paragraph.
I really hope that the FFXIV is currently creating new types of (battle) content for us to participate in. But, they can go a long way by introducing something like random events within existing duties like dungeons.
For example: Bonus objectives
Dungeons are fun, but they get old pretty fast. They could really use a form of randomness to them. During the run, one or more Bonus objectives appear where you would have to perform a certain action like killing an “Elite” monster that just appeared somewhere in the dungeon. They can also make you scour the dungeon for Treasure boxes that appear randomly that contain items which will be worth your while, like upgrade items or tokens which you can spend items of your choice like glamour items, upgrade items, minions (like the Hunt/Centurion Seals). To spice things up, they can make it so that there’s a chance that the treasure box turns into a mimic or it’s a classic “Monster in a Box” and you have to kill them before getting the item.
This alone would make running dungeons a lot more fun for me.
Raids from Alex are too short in my opinion. You enter a Floor, for about 15 seconds, kill a Mini boss followed by the Main boss of the floor and *Bam!*, you’re done with a floor. Duty complete. Floor 4 even shorter. You enter the Boss area immediately upon entering the Duty and you’re finished in less than 10 minutes.
I would like to see “WoD sized” raids, where you have this big area with several trash packs, mini bosses and bosses which will take a while to clear. If you are good, you can clear it within a few hours. Progress will be saved for each boss you clear, so you can always come back later. instead of 4 separate floors. It will also get boring if you farm it multiple times in a row for drops.
I can understand why they implemented it the way they did, but they feel so short… /cry (T_T )
I would like to see things like new types of mechanics added to a dungeon, like a Gate where you need to find a key for it. This in itself isn’t new, since we have this in several dungeons which do exactly that. For instance: Tam Tara Deepcroft Normal, Copperbell Mines Normal, Thousand Maws of Toto-rak, Snowcloak, etc. We also have several dungeons where you need to kill certain mobs before the next gate opens.
What i mean is that a form a randomness can be added to it. For example, more than 1 key is needed to open up the gate to the main boss and the keys have to be found in both random chests spread out in the dungeon as well as from an Elite monster / Mini boss somewhere in the dungeon. There would be no order in which the keys have be gathered. By doing this, it would make the dungeon feel less linear.
But also other events like, clearing an objective within a certain amount of time, before a gate closes or you’re being overrun by monsters. (Something like “Assault Dungeons” from FFXI). If the Gate does close before you managed to get through, a hidden path would then be available so that the party can still progress through the dungeon.
I would also like to see the Hamlet Defense reintroduced within FFXIV, with a hint of Besieged (from FFXI), where a Hamlet is being attacked by Beastmen and if you fail to protect it, something will be stolen from the Hamlet (like NPC’s or something important like a fragment of an Aetheryte, making teleporting from/to the hamlet impossible until the item has been retrieved). That way, we can chose to defend a hamlet or go out searching for the things the Beastmen/Garleans stole from us. (I really want to raid Beastmen and Garlean fortresses with my friends)
I would also like to see a Nyzul Isle (from FFXI), where you have to work your way through a large amount of floors, where each floor has a random objective. For instance:
- Defeat all enemies
- Defeat the enemy leader (mini boss)
- Defeat the enemies from a specific family
- Activate all the switches to open the door to the next floor
- Find your way through a maze
- Bonus floor with (more) loot
- Boss floor
Nyzul Isle Investigation (FFXI)
I’m not asking to change FFXIV into a FFXI-2 game, but there are quite a few types of content build into FFXI that was really fun to play and lasted very long. The FFXIV team doesn’t have to implement the same thing into FFXIV, but can create something that is in essence the same, but has a unique FFXIV flavor to it.
The thing is, when dungeons and raids are being released, they are always balanced based on gear that is currently available. When we reached the first Level 60 dungeons with iLevel 142/145 gear, they were considerably more challenging than they are right now with our iLevel 190+ gear. Back when 2.0 was released, Amdapor Keep and Wanderer’s Palace were a “Challenge”, while people were having trouble clearing Garuda Hard Mode. When we were still doing that we running around in our AF gear.
The “Expert”-dungeons were basically the hardest dungeons (excluding Trials and Raids) we could do in the current patch. Compared to the Extreme Primal Trials and the Coil/Alexander Raids, these dungeons were still a lot easier to complete. However, these dungeons were still meant to be cleared by the majority of the player base.
The “(Hard)” dungeons were purely harders versions of their original counterparts. And in all honesty they didn’t lie about that. Copperbell Hard was considerably more difficult to clear then Copperbell Normal was back while the Normal dungeons were released.
But, while we are gearing up, every single one of these Dungeons and Trials will get easier to beat. So, since we get better gear with each patch, the older content will get easier. In order to make them artificially more difficult, they’ve introduced that Item Level Sync for these dungeons, so that we outgear these dungeons too much. But, with the vertical progression we have in this game, there’s no solution to this problem. As long as we are getting gear with better stats on them, this particular problem with remain an issue.
One other thing they can do to make content last longer, is to give it a scaling difficulty based on level and/or ilevel. Instead of placing an (Item) level sync on the players, they could instead raise the difficulty of the duty by making the enemies in there stronger.
What if SE would add a feature we currently have for another type of content. The scaling difficulty of the Leve Quests. What if they added that kind of feature to a Dungeon? In the Duty/Party Settings they can add a slider where you add levels to the monsters in the dungeon. That might be interesting, wouldn’t you agree?
Even though they said that they’ve made the open word monsters more aggressive and stronger, it still doesn’t really feel like a dangerous world out there.
I can remember a time, where we had to gather together a group of 6 people in order to successfully fight your way through an open world dungeon like Garlaige Citadel, Castle Oztroya, Castle Zvahl, etc in order to get that special weapon, spell or an item for your AF.
Those were fun times. I would love to see more of those. I really… REALLY want to raid Beastmen and Garlean fortresses with my friends for things like weapons, AF and special items.
The upcoming 3.1 patch will introduce something that reminds me of Sky. Setting out with your Airship, discovering new lands and fighting very strong enemies. I can’t wait to get my hands on that! (^_^ )
So, what i would like to see in this game to make it more exciting to play would be:
- Add random encounters/events in dungeons
- Add various content like for instance: “Nyzul Isle Investigation”, “Hamlet Defence / Besieged”, “Assault Dungeons”
- Make the world a more dangerous place with area’s where you really need to have a decent party to get through it (for instance, open world dungeons like Garlaige Citadel, Castle Oztroya and Castle Zvahl where you need to get items and/or weapons)
As you can see, i’ve given this a lot of thought and translated them into words. Let me know what you guys think.
This.
As a tank I agree to every word written here. Too often the people think the tank classes as a DPS with a stronger armor, but they forgot the true role of a tank: lure the enemy and survire in order to allow the DPS to safety kill the mob. everithing else is only a bonus, a good bonus but not mandatory.
Also Holy smokes! There is a good discussion going on here. I will sink my teeth into it too but I need to go to bed now :3
Speaking of *stretches shoulders* I should draw something, I have been away a while.
Gimme your requests, post a decent Screenshot - and I'll pick one :3
Draw Niquel, she's cute and we haven't seen her in a while o.o
Give her cake! It was my birthday on Sunday and I didn't have any cake so I wanna see someone enjoying some cake at least >_>
Yeah... It took me a while to write all of that. (^_^; )
Heh, what about Meru writing a poem and me sleeping on a stack of books next to her. Then suddenly i shout "I object!" while raising a finger up in the air, scaring the crap out of Meru. Only to fall back to sleep again, leaving meru with a /sigh or /facepalm expression. (^_~ )
As usual, the miqo'te can't change it's spot.
just remember this:
http://fav.me/d6gl29l
Perhaps my most daunting opponent :O
http://img2.finalfantasyxiv.com/acci...bf548d053b.jpg
I believe that this is because of the DPS checks in endgame, top raiders will say how high DPS is necessary to clear (which is true for endgame). The players that tune in to these comments will then pass on this belief to others, and at some point people will believe it applies to the whole game.
Something like:
If you don't have X dps you can't clear endgame (truth)
-> If you don't have X dps you can't clear endgame and therefore are bad
-> If you don't have X dps you are bad
I think that the impatient behaviour comes from having to repeat the dungeons weekly and trying to get it over with as soon as possible.
This is what happens when people do things they don't want to do but they need to do... they get grumpy...its like working.
I blame it on expert roulette being the most efficient way to obtain tomes, and tomes are like money. Like real jobs, you choose between fun and low wages or unfun and high wages ... and most people choose the latter.
But it doesn't have to be that way! Just make multiple content equally efficient in tomes and people will rotate between content so they won't feel like that ... too quickly.
I think capping tomes to do endgame is really unhealthy for the players.
At (current) endgame, it really is that. If you don't have X DPS, the boss explodes and you can't pass until you have geared up as a PLD by waiting a few weeks... OR switch to a higher DPS tank.
PLD would be better if tanks couldn't survive very well with lowest possible gear, but it seems that all the tanks can survive on day 1.
Yes, you can do it on PLD or anything after enough time.
But it's really depressing if you love your job but your team has to wait because the boss explodes because your job doesn't do enough DPS, unless your team started raiding late.
First coil wasn't like this! But the top raiders have gotten better at the game since then (clearing final coil in the first week) so they lazily added hard DPS checks...sigh
Paladins have the lowest hate generation out of the tanks so its not surprising. I get around this by pulling multiple groups so it forces others to use AoE, or play WAR haha...
This isn't an issue with coordination, but DF players will not do so unless necessary. They will have seen a WAR or DRK keep hate fine, and expect PLD to generate the same amount of hate and blame the tank if they don't.
By this I mean when I play, I very rarely use cure 1 - only cure2/instant skills and holy/gravity (or only lustrate/fairy for dungeons). It gets the tank to full in 3 seconds then I have nothing to do (and no MP problems), so I go back to DPS...
In other games it either takes a long time to heal someone back to full (even when they aren't taking damage) or it costs a lot of MP, meaning I have to think harder about the healing.
In endgame (I use SCH) I do use cure 1/physick sometimes, but still far more DPS skills than real healing so its still the same... For coil during 2.0 it was even worse: just stay cleric stance the whole time and only lustrate+fairy skills and adlo for tank buster... The real problem is that just this kept the tank alive for the whole run and I don't think it should!
I have played another MMO where they had a randomly generated dungeon with keys and doors etc (and its not XI or WoW) and it worked out pretty well. It was really cool - you entered with no items or gear and you had to find stuff within the dungeons (and it was fairly easy) but you could only carry a limited amount into the next stage. It got progressively harder, with bosses on set floors.
I guess they are sticking with the narrow hallway model of doing things though...
I disagree... for example, the ilvl requirement for expert roulette is i160, but they feel about the same difficulty as pre-lvl50 dungeons in i160 gear. They are still called expert.
In the JP client, the hard mode dungeons don't have the word "hard" in it, just another section of the dungeon. Kind of like how the second coil was called the binding coil of bahamut: invasion chapter instead of "second coil" or "coil (hard)". They have this naming scheme for all the dungeons in the game.
Theres ilvl sync for past dungeons, but I don't think anyone would want to do them because theres no reward... they could add a one time reward but it won't last that long unless its really hard. I look forward to something like that.
If they add a decent repeatable reward then it would becomes the new roulette... That might not be bad, introduce a new roulette that is twice as hard and give twice as much tomes. Oh wait we would just stop going after 2-3 days...
They really got themselves trapped when they put in vertical progression and weekly caps I think.
-They can't give out more tomes because people would stop playing after capping
-They can't give out better gear because it affects endgame and people in endgame would clear and stop playing
->They can't make content harder because it needs to give more rewards but they can't give more rewards because theres only tomes and ilvl gear to give due to vertical progression, and they can't give more of that. One possibility would be to lock pretty glamours behind hard content, but think of how people would react to that...
Pretty much. I'm really disappointed
Unfortunately, those side gears like AF will get replaced immediately by higher ilvl gear and so the content will be there without proper rewards ... so the content won't be created... (or they get created and players quickly abandon it)
I don't see an easy solution out of this...
Overall, I sound depressing right but this is how I feel after seeing that nothing really interesting has come and stuck around from 2.0 to 3.0, and that the future will be the same...
I really liked the coil storyline as a motivation for clearing it, but now that's gone too (alex story sucks)
I haven't graced this thread with my cuteness since my return so here you all are!
Interesting.... Anyone here remember Rukkirii? Apparently she is now a CM for NC Soft on Blade & Soul. Sort of interesting to see that.
The cat is amused =^.^=
So I'm doing my EX Roulette every day like a good little tank, but I noticed something....disturbing. Every single day in every single roulette for the last week or so, I get DPS that run ahead and pull a bunch of mobs expecting me to get them off them. Like, is this a thing now, DPS pulling? These weren't some noobs or fresh 50 people, these are people in full law/Eso/Alex gear. Are DPS pullers now for some reason? They are like all confused as to why I don't want them running ahead face pulling everything.
Me: "Do you mind staying behind me so you don't face pull everything please?"
Them: "Why?"
Me: "What do you mean, 'why?'?"
I'm not being an asshole, I use words like, "please" and thank you".
At least when I call them out on it, they let me lead the way.
To be completely honest Lucke, no. They are not confused, but more or less impatient.
They believe that you can tank faster and more, because they believe that the DPS is high enough for it or that the tank & healer can handle it. If a DPS or Healers believe that we can tank more, ask instead of just pulling more mobs. It's quite possible that the tank doesn't have enough MP or TP to gain enough hate for that pack. Or (s)he doesn't have the proper cooldowns ready to soak the damage. But, instead of slowing down and taking it easy (in order to make the dungeon run more smoothly), they tend to stick to it, making the run unnecessarily tough and awkward.
There is not much you can do about it, rather then asking them to slow down or grin and bear with it (which in the end does not help you enjoying your experience).
The funny thing is, while i was playing FFXI, it was fairly common for 1 DPS to go out and pull monsters while the rest of the party was out there killing the previous target you pulled. The reason they did that, was to keep the Experience Bonus Chains going and maxing out the Experience Points you got from a kill. This was done while you were in leveling parties, grinding for Experience Points in the open world and it worked like a charm. However, since the Experience points are so low in the open world, these Grinding parties don't exist anymore and we would have to resort to "Zerging" FATE's or running Duties for Experience Points. When you look at the way people are running dungeons, you do see a trend that people are trying to rush more, rather then keeping a steady pace, chaining each kill and leveling up "Efficiently". This is something i do miss from FFXI. Everyone seems to in a rush to complete their objectives in FFXIV.
If you as a member of the party are not comfortable with the way the rest of the group are pulling monsters or handling the dungeon mechanics, it's no shame to tell them that. But, since we're playing with so many different kinds of players, you'll get mixed responses ranging from kind to insulting, from funny to appalling.
This is also very much visible in the way people speak to each other on the forums. There are people who are trying to be nice, trying to be funny as well as trying to hold a decent discussion/conversation, but there are also more then enough people who bash, belittle and insult others. Unfortunately, this isn't something that with the Final Fantasy XIV community, but something that is increasing on all fronts within the human society. Common courtesy is starting to become a rare phenomenon.
In general, the dungeons i run go pretty smoothly, since i know what people expect me to do and i'm pretty confident that i can actually pull it off. But, i do get rather annoyed when you are doing your best to make a duty run smoothly while you see people not giving it all they've got, don't listen to strategies (and thus keep on ignoring mechanics) or simply don't want to learn new techniques/enhance their abilities.
That basically is currently my problem with the community right now, which makes be feel a bit burned out on the game. So, i keep logging in to make sure i got my Esoterics capped and gearing up my main classes, while playing other games like Bloodborne, The Wolf among Us, Diablo 3, GTA V, etc to get some variation in. (That, and i still have a ton of games i haven't played yet)
3.1 should give us more content to sink our teeth into and i can't wait to get my hands on that. But, till then. I'm taking it easy. (^_~ )
I still want to respond to your post Sylkis, but i've been rather busy lately and haven't gotten the time and motivation to sit down and continue the discussion. So... To be continued. (^_~ )
Only in in early dunjins like Sastashrfgadfgw and Tam tara where people are new to MMOs. In Ex roulletes, I guess I'm the minority Tank that people actually listen to when I say something.
Me: "Could you please not cast regain while I'm pulling? It's making them aggro to you if I don't get them all."
Them: "k"
Me: "ty"
Them: "Np bb"
This was immediately after we enter. I usually pull multiple groups depending on the Dungeon. For Neverreap, I can tank everything up to the wind currents that take you to the next island or everything up to the water spouts in the later area right before the final boss. The DPS immediately start pulling as soon as the barrier thing leaves when everyone is loaded in.
I wasn't "pulling too slow". I was pulling everything up to where you are forced to stop. And I know that in FFXI the ranged jobs like Ranger were the pullers, but this isn't XI. Here tanks run ahead and grab everything, since there are no such things as camps.