you know what.. I didn't think about that. You could do both, that would actually make everyone happy and improve people's investment. wow.. I been so on one path it was hard to look at it another way. The more you know right?
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https://i.imgur.com/psBEgTV.jpg
Now where is that chocobo fighting action in game?
I have played this game since 1.0. In the last 12 months I have only been subscribed for 2 maybe 3 of them of lately. My total sub time has been for 1400 ish days.
That being said I have been here a while.
How I feel, is that I have been playing a MASSIVE time sync. Reset button far too often. I would be very disappointed if they added another expansion, with more leveling and time syncing.
My HW relic that I spent a good 12 months on is now completely obsolete and replaced by this strange place they call "pagos" and I literally dont find it fun at all, and a slap in the face for all my hard work for my Relic.
This all being said i am checking out. Tired of constantly pressing the reset button, and at the same time being a very, very old player.
Thats my two cents i suppose. Perhaps ill elaborate later, but I am checking out at this point.
What could they change?
Stop pressing reset. Make an end game that would have taken the 5 years of constant resetting to actually get to. I am tired of feeling reset and like all of my work is for nothing. That is all.
Thats still way too harmless. Hmmm...you need a certain (specialist) crafted item to try to capture it and one part of it only drops in Pagos in certain chest that has a drop rate under 0,1 %. The other one can be found in Diadem 2.0 because we want to keep the content alive. After you crafted it you can only use it once and the pet itself has only a capture rate of under 10%. Also it has a certain time and weather condition to spawn and if its spawns you need to wait a random amount of time to try and capture it...also this is not a pet that only spawns for the person but is catchable by everyone. Happy (toxic) hunting.
Community reaction: That is too complicated and not fun.
Devs: See we do exactly like they asked us to do and they still complain.
x) It may be a bit over the top but I honestly can start to see them doing something like that..
Honestly my biggest issue with the game, and maybe this is true of other MMOs as well, I don't know, but...
Why raid? Sure, there's the vaunted ilvl increase, but WHY? What do you need it for other than to raid?
I just wish there was some content, even ONE piece (I'm not counting Ultimate) of content for raiders that you needed raid gear to be able to do. Something different, something you could go into after raiding to make use of your gear because, outside of raiding, you don't need that gear for ANYTHING. Hell, unless you care about min-maxing, you can get on just fine with crafted/tome gear half the time.
I stopped raiding in Deltascape because, outside of Ultimate which had the same issue, I didn't see a reason to raid. Farm raid to do raid to farm raid to keep doing raid. Rinse and repeat. Combine with the constant gear turnover, lack of initiative outside of the raid itself, and it's just... Eh.
Or I could just be burned out and salty. That's a possibility too! :P
It depends on your objective. For a good number of people, FFlogs is what keeps raiding alive. It essentially functions as a scoreboard not unlike what we have for Deep Dungeon. How you choose to view it is entirely subjective. Some are hyper competitive, others just want to see continual self growth.
That being said, it would be nice if there were more content at max ilvl. Mythic+ could fill this role perfectly if properly implemented. Sadly, the devs seem utterly terrified of doing anything difficult outside Ultimate. And even that happened only to stop raiders from unsubbing in the odd numbered patches.
There's a problem with this sort of thing. Raiders get greedy. They conquer the raid content, then are bored in group or solo content. So they ask for group and solo content to be made more challenging. They never recognize the idea that the gear they are wearing is not designed for the content. So of course it is going to be easy. I've seen this in far too many other games to start supporting it here, unfortunately. This is the one MMO I've played that actually tries to not allow this gear gap to grow out of control and lock players out of their content. The most egregious example I saw was EverQuest II's Kunark expansion. When it first came out, the solo mobs hit like Mack trucks and you could only succeed it in it if you had raid gear. We warned the developers in beta that those of us in gear gained just through questing and solo content were inadequate, but they still allowed it to release broken. Then they had to do massive fixes when people started to quit.
One thing needs to be addressed is the Main story quests. For a new player looking to play with friends its overwhelming to get caught up. It wouldn't be a problem if most of the content wasn't gated by MSQ. Not to mention that most of the "fun" for a lot of jobs don't happen to much later thanks to the constant shifts in traits and abilities for 50+ the overall first half of the game is off-putting for newer players.
Allow friends to share their MSQ with party( Objectives, npc locations, etc.) As well as allowing party to participate in instanced fights. Were playing a MMO but for a newer players its a single-player game with a some dungeons between story. It wasn't bad on release, but now that were going into a 3rd expansion worth of story related content this seriously needs to be addressed.
Another issue is the content. With how far in-between patches are, their really needs to be content that has lasting appeal. For instance hate it or love it Deep dungeon will always be played because it's another alternative to dungeons and sitting through queue.
You’d have a point... if said level cap content wasn’t also faceroll easy without raid gear. It’s made even easier with BiS, but that doesn’t mean it wasn’t easy to begin with (see: Swallow’s Compass). Expert dungeons and 24-mans are not super challenging content to do at the minimum item level, and they become even more trivial once you outgear them. The only content that may pose a challenge at minimum item level required are some of the Extremes (not all) and Savage.
Asking for more content to have teeth to it isn’t greed on the raiders’ part; for example, people complain about Royal Menagerie because of its sudden spike in difficulty compared to everything else, but it wasn’t designed on account of the raiders, nor with raiders in mind (the only content designed with raiders in mind anymore is Ultiamte—Savage has become increasingly midcore). I think content at cap should be more challenging to promote players actually learning things like proper rotations, etc., and it will also help with the transition from something like dungeons or Expert Roulette or a 24-man into Extremes and, eventually, Savage. As it stands now, the jump in difficulty is too high; I personally find it detrimental—because players will get to cap and they decide to tackle something like Savage only to discover that they were woefully unprepared for it, and subsequently cry for nerfs to the content. (Well, not even Savage really—look at Royal Menagerie, Castrum Fluminis NM... and before that, Weeping City, Dun Scaith, and Final Steps of Faith.)
There needs to be a gradual increase in difficult through leveling to prepare for end-game, and then gradual levels of difficulty at end-game as well. Not sudden spikes like we saw with most of 4.0’s content leading up to Royal Menagerie (which isn’t even hard, but it demands far more of players than anything else up to that point).
Did you read what the poster asked for??? They didn't say to make our regular casual content more difficult, they were suggesting adding another mode besides ultimate to use raid gear in. Something you can do after you beat the raid tier to use the gear in. I can understand why they want to do something besides Ultimate. It is a large time investment that not everyone has time for, so to have some alternatives would be nice.
Maybe, for example, they might enjoy savage level dungeons?? They would be less time investment, and optional, just like the savage raids, so if you don't want to do them then you don't have to. It would simply be a challenge mode of existing dungeons where the mechanics and mobs are more difficult.
So really your response to them has nothing to do with what they asked for. Asking for our usual casual content to get more difficult is a separate topic. I was gonna point out how easy some content is even at minimum item level, but I noticed Hyo answered that so I'll leave it to her. You can make things a liiiitttle more challenging without going from 0 to 100 immediately.
I wouldn't make assumptions based on other totally different games with totally different communities, nor use the mistakes of a totally different dev team in another game to be wary of it happening here. It is reaching.
Also, I'm not sure why you are assuming all raiders, in any game, don't realize that the gear they get from raid level content isn't designed for casual stuff. I raid and I recognize it, I am quite sure I would not be the only one???? The fact I recognize it means you probably shouldn't be making blanket statements like that about raiders in general. Don't need anymore of that nonsense.
As for savage (this is in general, not towards anyone specific) it should be fun to do first and foremost. So, if you aren't having fun learning the fights etc, and simply doing it for the gear rewards then I'm not sure if that is a good idea. To each their own of course, but it will be kinda boring and suffering to do content you don't have fun doing.
I healed Swallow's Compass with Anemos gear and used only Regen and Assize despite the WAR having a hodgepodge of i340 and i350 gear. That's how easy the healing requirements are. Many casual players are asking for harder content, albeit not at raid levels. People, in general, want content that keeps them alert and asks something of them. Healers, in particular, complain about DPSing yet virtually everything does so little damage they would literally AFK otherwise. Once again, I have healed Sigma Normal without raid gear; in fact my friend and I typically heal together whenever new tiers release. One of us always winds up as a gimped DPS because the checks simply don't exist. I'll do Alphascape Normal on WHM or SCH come 4.4 in my various bits of i360-i370 gear and I guarantee you I'll spend far more time DPSing because the content doesn't ever ask two healers to participate.
And you accuse raiders of being greedy yet it was our content which has been watered down because you complained it was too difficult. How are we the ones entitled when the likes of Thordan EX, Sephirot EX and Brute Justice Savage were all taken away because you couldn't do it? I'll go you one better. We were promised three Ultimate fights this expansion only for the devs to renege and stop after Ultima. So please, tell me again how raiders are the greedy?
Could be just my opinion but early HW, meaning 3.0-3.1, was the when the basic dungeon content was the most fun with 3.3 having the best 24-man. Then Rabanastre second and Dun Scaith third.
The original Saint Mocianne's Arboretum dungeon along with Vault of course, are my favorite dungeons ever. Fighting the hornet queen was actually something you had to be on your toes for as a healer and tank because her Stinger Cell tankbuster attack hit hard as heck for a dungeon. You HAD to use cooldowns to not take get 75% HP chopped off. I remember always trying to predict when she'd do it because there was no cast for it and she'd do it frequently but suddenly. And I remember the hornet bee formations being really deadly to players who got caught. We also of course had the lovely King Thordan EX and then blessed with our favorite Sephirot EX(more frustrating than today's raids imo but also my favorite EX).
It's a shame that right after that point everything got super easy and the old content like Arboretum and Vault got nerfed to the ground.. Once Sophia came around with respawn after falling and the 3.2 and 3.3 dungeons, I knew the game's difficulty level was going downhill. Then we got Zurvan. That sealed the deal.
I really wish we could get true "hard" modes for existing four mans that spice up the abilities on both the trash and bosses.
There are a lot of ways to recycle old content and make it interesting for the present that I don't think they're taking much advantage of.
I want more things like Rath ex. I love that they changed an extreme up to be as different as that is. And we almost didn't get THAT. They were going to be as safe as possible but thank GOD capcom went all in. Because of capcom SE had to out do them and we got Rath. I wasn't of the opinion that SE needed to look at other games but Capcom proved me wrong. SE... look at other games.. get inspired like you did with Rath ex and give us some differentt and punishing content for higher levels. I'm asking for this and I normally DON'T cause I see too many fail parties. Even in rath... but you did something right in that fight. It took a freaking chance. DO MORE. That's all I;m asking.
Well, to be fair, the playerbase always give vague definitions of what they want like with Eureka and the bunny outfit, then get upset when the devs work with those vague ideas and its still not what people had wanted initially. At that point, I can imagine the devs being confused like "...but this is what you asked for in the beginning...". People said that they missed and wanted XI aspects in Eureka, well, this is what they came up with based just off of that notion. It has less to do with "what they like" themselves and more to do with "but this is what you asked for, yet you weren't clear with what you wanted and this is what you got, and now we're not sure how to fix it".
I agree that there is different opinions in the playerbase, but not all ideas are vague. There were big threads about Diadem and the first part of Eureka with exactly what people disliked and what they would like. The same with for example LoV. People wanted something like Pokemon and they did something completely different. Also people did find the train for example bearable enough yet somehow they decided to first kill that. And if people want something out of a game then as a dev you still have the responsibility to make it into something that would fit with the battle system of FF14.
So I just ran into this issue again:
http://i.imgur.com/ypgXoR9.jpg
It just made me remember how this has actually been something I've been desperately wishing to be changed. I want to be able to buy duplicate armor pieces! For a game that encourages you to level up every job and makes catch-up patches to gear up alts, the fact that we still can't buy duplicate armor pieces in Stormblood is just embarrassing..
The story behind the pic is that my BRD is still wearing those i340 gloves currently from when I left before. I went to go try and buy the gloves for my MCH as shown in the pic, forgetting about this system for that moment and that's what I got. Why not wear my the ones my BRD uses? The Bard's gloves have Skill Speed VI in them which isn't useful for MCH. Having those gloves would've been the perfect upgrade from the Genta gloves it currently has on them but nope I'm screwed. My MCH also can't wear anything else my BRD has because they have different melds I want for them. This leaves me stuck so I just say screw it and fine the best weaker piece I can find.
For dungeons and raids, simply make it where people who already own a piece that drops from a raid, dungeon, or 24man are not given the option to Need, only Greed or Pass. Just.. anything to fix this. We absolutely should have the freedom to buy duplicate pieces of gear just for customization's sake alone. And not only that, but hey, we'd be able to desynth a lot better.
Please SE.
For the record I very much agree that this is an annoying thing which it would be nice if they remedied. There is no use in even having a restriction really, the only thing that might change is people doubling up on certain rings. It really doesn't seem like a necessary roadblock.
That aside everything I know about BRD and everything I've heard from every BRD main I know is about maximizing Crit then DH and then taking Det over Sks. I don't want to tell you for sure what would have been BiS from that tier, I certainly don't know as I don't main BRD, but I just thought it was worth mentioning. Melding SkS seems kinda backwards.
Generally the playerbase isn't that vague at all. They will quite often go into massive amounts of detail about what they'd like to see and how it could work. The problem is the devs don't listen to them. And basically just wing everything and wonder why everything gets such critisism and complaints.
With Eureka for example players were quite specific in saying they wanted some real structured endgame content similar to the amazing end game stuff ffxi had. Sky Sea Dynamis Limbus. Any of those things. These Players even went on to say how they could fit the XIV world. But all the devs heard was "blah blah blah FFXI blah blah blah" and thus what we got with eureka was lol valkurm dunes exp grind mixed with fates. and then the devs turn around and say "but this is what you wanted...." NO NO NO It isn't.
Diadem again When they launched that players hated it. Gave a bucket load of feedback as to why they hated it. The devs then took it down worked on it. Relaunched it and obviously hadn't heard a single word players had said because it was even worse than the first iteration. Players absolutely hate fates yet they keep on adding more and more and more...
The same has happened many times. Even with the glamour system players asked for a glamour log gave examples of details of how it could work and be almost limitless in storage capacity but again what the devs did was some overly complex glamour dresser system highly restrictive and very limited in capacity and uses far more server resources than it ever needed to. a million miles from what players wanted.
Rath EX is a good start, but has its own bucket of issues. I won't go into them here, they're fairly well documented elsewhere.
However, in terms of quality MHW wins hands down.
To put it into context, when I saw the FF14 crossover in MHW I literally put the game in my cart. Seeing Rathlos in FF14? Just another trial.
The idea of being able to play a DRG in MHW world? That's awesome.
Look at Noctis in T7. It's another example of another company using SE assets and doing it better than SE can. They need that to be a wakeup for them that they're squandering some of the best assets in the business with awful implementation.
I shudder at whatever Rathalos was going to be before they saw how embarrassingly good Capcom did with Behemoth and DRG.
This is a really fantastic post Magic-Mal. I think we need to see the FATE system expanded and introduce more ways of gearing up. We need to improve the combat system because oh my god it is in a pretty bad situation - it is so stale, everything feels so flat, and I personally think it needs to feel more organic and reactive. We need end-game content that puts people back into the open world and not AFKing in cities for DF. I've been playing WoW Battle For Azeroth and honestly, I'm really really impressed. As someone who quit after Cataclysm, I think the WoW devs have worked out ways to keep the game feeling alive and fresh. Open world PvP, world quests, mythic content, and raids are really great - I haven't had that much fun playing an MMORPG in years.
People who are arguing against improving the game are not helping the situation. If you love this game so much then you should be encouraging positive changes, not trying to stop change. That's not how you keep people interested in playing, and the last thing you want to do is make this game less popular. God, some people can be so shortsighted and insufferable.
I can't believe I unsubbed from FFXIV to play WoW again - I genuinely thought I'd never go back after the trainwrecks that were Cataclysm, MoP, and WoD. I enjoy the story in FF, so I'm always happy to sub for a month and play the content for whatever patch comes out, but nothing is keeping me around. The community needs some work too - I've been really put off this expansion from the toxic elitism plaguing the game. At the end of the day, people like myself will choose to go elsewhere if there's nothing keeping us here, even if we have been here since the very beginning (1.xx). I really want meaningful, challenging, and fun content. It's not easy but clearly the devs are talented so I'll leave it up to them. The choice is theres to make if they want us to stay.
I'm still playing Heavenward, please understand.
EDIT: Curiosity bit me so I decided to take a look at the stat weights. It said Determination was 0.156 and Skill Speed was 0.155. I guess being stuck in HW world isn't that bad after all! Unless that source was wrong..
Hey, they have to start somewhere. And I can tell you what Rath was goign to be before they saw Capcom's side. An 8 man trial with the normal mechs we all seen and -love-. Seriously it may be small and have issues but it's a change to the system so many people complain about. No it's not perfect but it's the first time in a long time they went out that box so I'm not about to tell them they failed only for them to run back in. The fact it's so different is GREAT. BUCK MHW's side being better, what we have may not be the -BEST THING EVER- but I'd take baby steps over never taking a chance. And with the backlash of Euerka - which is something else they took a chance with only it failed.- I don't want them to stop you know. Tho I'm curious... other then Rath being puinshing what issues does it have? All it tells me is the playerbase is HORRIBLE.
I love you btw.. don't hate me. I'm not attacking you. I just love rath being so different... hell I'm farming it. And I DON'T farm primals. Rath got me to farm. Thats a win for me.
What source are you looking at? Because the Massive 4.x BRD guide doesn’t use stat weights, and that’s the go-to source for most BRDs that want to optimize (along with Miyuri’s FAQs, and, last I checked, she didn’t list any stat weights in there either). I mean, the 2.40 GCD build may meld Skill Speed, but from the talk I’ve heard from other BRDs, no one ever uses it because the gains are higher when you go full DEX or full Crit; which one BRDs choose between those are strictly down to preference. I’ve been told by a couple theorycrafters that stat weights aren’t officially used anymore due to how easily they can be skewed.
If you look at any Stormblood BRD guide, they advocate for melding as much Critical Hit as you can, followed by Direct Hit. Skill Speed is not a good stat on BRD given all the double weaving you do at optimal levels; the gains it gives your DoTs are minuscule compared to the gains you get from increased Crit (more crit = more procs = more damage). Combined with high ping, you will clip when you double-weave (which there is a lot of in both your opener and your general rotation)—and 4-stack Army’s Paeon gives you +16% haste, so then you’re really clipping everywhere (it’s advised to single-weave only in AP for that reason). The highest Skill Speed rating BRDs have with current BiS is 983 (High Crit build or 2x Tomestone Ring build), and they don’t exactly love it. They only take it because they gain almost 200 extra crit by taking 2 Tomestone rings (1 i370, and 1 i360).
Coming from a BiS BRD, you don’t meld Skill Speed on a BRD. You meld Critical Hit, and then where you can’t meld Crit, Direct Hit. If you can’t meld Direct Hit on to something, then Determination. But never Skill Speed.
EDIT: If you’re referring to this post, 99.9% certain that was a joke post, so you probably shouldn’t go by it. Considering the “stat weights” were from auto-attack dummy parses.
----Disclaimer: This is my opinion and personal experience.----
I feel they are wasting resources on stuff that is not really necessary and that they take ideas from people, try to be original and create something new and end up with something weird that no one asked for.
One of the clearest examples is the Gold Saucer, which offers different minigames where people can do something else besides farming and raiding. The problem is most of these games are not fun and none of them have real impact on the "main" content and progression of your character. You can either get a couple of mounts, glamour and some cards for a really restrictive version of Triple Triad. Also, why is TT so restrictive? Let me play whatever I want after I overcome certain challenges and thresholds. Give us lots of cards even if many of them are clones with different images. That way I would be able to play the one I like the most. Let us create our own tournaments or choose the rules. Give us cards through different methods and not simply having to challenge the same character over 200 times.
I think minions are one of the most neglected features while also being related to what I have already mentioned. I mean, people wanted "Pokemon" and they gave us LoV, which took huge amounts of resources and is there to rot in a forgotten corner of the Gold Saucer because no one plays it. It is boring, slow and you don't really get to enjoy your pets. The way WoW did it allows people to go hunt creatures and explore the maps while battling them, plus you have short, dynamic, engaging minigames which can also be challenging. You can also create tournaments (pvp or pve) and you can fill the maps with npcs and minions. LoV is content no one seems to like or remember that doesn't even offer enough incentives to be played.
On the other hand, I feel things like the upcoming mannequin seem more focused on pleasing some Japanese players and the clothes sure look fancy on them, but how does that solve any of the issues the game has? How many people are going to enjoy that feature? How many of those are going to really enjoy it and not just have the mannequins because "meh, I have to do something"?
Perform is nice too, but what's the amount of players using it? Did we need so many instruments? I feel having a person playing the PotC theme in Limsa is not worth the investment.
Some of these features seem to be kind of related to role playing, but then again, how many people do really RP? How does it help to create a better game overall and help XIV compete with other games? Why don't they focus their role-playing efforts on filling the maps with npcs, stories, interesting side-quests, areas in dungeons with information, books, npcs, special creatures or whatever. I mean, it is a fantasy MMO and I think someone who joins this game to RP would be interested in adventuring and fantasy stuff. After all, you can tend to Habbo or Second Life to just sit there and talk to people about whatever you want.
I won't say much about the Diadem or Eureka because it has been discussed at length everywhere, but I think it's terribly boring and a failure as one of the main highlights of the current expansion. I read once again it wasn't what people asked for so I guess it received well-deserved backslash.
Finally, I totally agree with the op on the empty maps idea. I already mentioned minions (and NPCs related to those) but you can also add different NPCs to expand the lore or for RP purposes, fixed weekly auctions like the ones in Treno (FF IX), Triple Triad challenges, new and unique squadron members, caves with minigames or different encounters or small groups of monsters with special mechanics and fun content like they did with Uznair, treasure hunting similar to the on in WoW where you can get interesting gear , glamour, minions, materials, or cards. Right now you simply explore the map during the MSQ, to get the aether currents and sometimes for the sightseeing logs, which give you 10k exp and in the best cases a nice spot to take a screenshot. Make your world alive! If I level my chocobo (and my racing chocobo, which I had to breed) make them useful somewhere else. Make my effort meaningful. I just thought you could use it to find the treasures I have just mentioned. This is also stuff you can do with new players.
"A friend has just started playing? Go do this content and learn about the world together. Help them get some treasures with useful gear (Xp boosts, sets, glamour, whatever), minons to fight you, or cards for your TT duels. Try to solve cooperative puzzles or race against them in the Azim Steppe. Have snowball fight in Coerthas to unlock something, even if it's just a beautiful little cave with some lore where people can take hundreds of screenshots. FF has always been about the world, its story and its characters!
I would take any of these options instead of a mannequin I can dress or being able to glamour Kurenai.
All in all, I think many aspects of the game seem underdeveloped or "undercooked" and that devs just stopped halfway through the process because they didnt want to risk it, weren't sure about their job or want to give players a bit of everything while not refining anything.
Probably lots of typos and a bit confusing (sorry), but I'm really sleepy now and simply wanted to express some of my ideas.
It was this:
https://www.reddit.com/r/ffxiv/comme..._of_patch_425/
Don't worry I know Crit comes first. I have Crit > Skill Speed > Direct Hit but only because I still haven't done Ridorana yet for the tome weapon upgrade. Once I get it it would be back to Crit > Direct Hit > Skill Speed. When I took a break I still had the Susano Bow equipped, so that's what I'm still currently holding.
I only have 2,178 Crit though because I'm still gearing.
I edited my post—that post is a joke post. The “weights” were based off of auto-attack dummy parses.
BRD stat priority is Crit > D.Hit > Det. You don’t ever meld Skill Speed on BRD. I’m not really referring to the gear already having the substats on them—though you try to avoid Skill Speed as much as possible; the Tomestone body is absolute garbage and you’ll be better off with an i360 Augmented Crafted body—I’m referring to actually melding Skill Speed. You don’t do that.
I also think that, in ff7 the basketball machine was super awesome i do not quite think its nearly as enjoyable on xiv, I had hopes that triple triad would allow us to exchange cards in between players (win or lose in between two agreeing persons) & that we wouldnt get soo many deck limitations.
Lord of vermillion? I would be one of the first players to play if it was somewhat fixed but the only time i ever tryed it with a gamepad \controller i got stuck on tutorial for the whole duration untill it timed me out (30minutes) because buttons wouldnt work & I did not understand how to play it.
Chocobo races could also be different to make it more exciting & as far as ff9 goes for treasure maps i feel that while xiv system already did something nice with treasure maps, chocobo digging could of been part of it just as I wish we could fight while on chocobo saddles with mount actions on a real scale instead of some rare occasions (Althought chocobo jousting would be great if an event was created for it).
I want more engaging open world content. Party quest, expanded treasure map system, FC quests...anything (that is not a FATE zerg feast) to make the world feel alive.
I a new dungeon system. They spend a lot of ressources ta create new dongeons that are boringly easy and that no-one want to run past the first couple of times. Hard dungeons, Mythic+ system, bigger dungeon with multiple paths, boss etc..I don't know, just not this.
I'd like a combat gameplay revolving more around synergy between party member, and adapt to the ennemies, than just rotation.
I'd like for Savage and Extreme, that bosses relies less on predictive pattern, and more on adaptative one. (ie : not "yeah it'll be doing that so I'll have to do this", but "oh, it's doing this, I have to do that")
Less verticality with the ilvl system, and more interesting stats.
Those change will make me a happy player.
I kind of debated not responding to this because I'm happy some of the other parts of your original post got some time in the spotlight. Feel free to go back to talking about them, I need to get this off my chest.
The idea that you were melding the worst substats (and using a weapon outclassed by i330 Creation, i335 Shinryu EX, i340 upgraded creation, i345 Omega raid/Ultimate, i350 crafted, i355 Byakko, i360 mendacity, i365 Tsukuyomi and HoH, i370 upgraded mendacity and i375 Sigma raid/Ultimate) while complaining that you could never achieve BiS because optimal gear is raid locked really annoys me.
I don't understand how you can sit there and honestly put so little effort into researching something as fundamental to a class as substat optimization (on almost assuredly the class which relies on substats the most) and then complain about there being not enough alternatives to raid gear when the only difference from raid and tome gear is substats apart from the weapon . None of it (apart from crit on BRD perhaps) matters as much as one point of Weapon Damage and you've completely invalidated even perfect BiS by using a bow from 50+ ilvl ago.
You're basically shooting yourself in the foot while complaining that other people get bigger guns than you. Maybe before pointing the finger at others you need to look at the hole in your foot and where it came from. Raiders didn't do that.
I'm sorry if this comes off as harsh. I'm really frustrated because we spent pages arguing about this idea that somehow raiders and raiding were responsible for stifling your gear progression and then I find out you haven't even completed the 24man catch up raid when it's been out for months. It feels almost like betrayal because through all of that I functioned on the assumption that you were at least doing your best to gear yourself within your means and just running into a wall where you couldn't improve because of substats on raid gear.
I don't know whether to offer help or just throw my hands up in the air at this point. At least I think we can safely put to rest the idea that raiders are somehow responsible for your gear stagnation. Please only blame us when things are our fault.
I agree with you, it just often feels like they need to reinvent the wheel again which often makes things complicated. LoV, chocobo dyeing and TT are quite good examples. (TT more about how tedious it can be to get all the cards, especially since many are behind content that has nothing to do with playing the game and restricting our decks while the NPCs have none such restrictions)
People did want mannequins for the houses but I am not sure if they have wanted such a deep system with the ability to buy them. IMO it was more about having something in the house that you can use to show some gear. I mean its cool but how much work was put into the extra part of being able to buy it there? Especially since you can only do that if you own a house.
Perform is another feature where even Yoshida said that a bit too much work was put into. Like Soken wanted it to be perfect. Its nice to have such a feature in it for all those that like doing music but I am still a bit surprised how they released it and then one patch later already patched it up because it was not good enough and continue to work on this. Cant we just have a complete polished mini feature that is good enough when it releases and after that does not need even more time on it? Because who knows what got moved to be able to take all the time for that.
Again I am not saying that we should not have such features but they should not be the main point of a patch or take too much work, especially if big points like Longliving fun content, glamour catalogue, better housing and other parts are still not solved.
If wanted to know why my gear is so horrendous right now you could've just asked me why lol. I would've happily answered. It's like you forgot most of what I said throughout this thread including my OP.
I am a returning player. I just came back to this game less than a month ago from a 7 to 8 month break. I never got my tome weapon because O2S didn't want me to have one. Since then I've been trying to catch up on everything that has happened since 4.15 to 4.37(?) and anytime there is new content, I play that with my partner. We play together but he is caught up with other things, as such, I haven't done content like Ridorana. Within the time I've been playing I have been able hoard enough Mendacity to get my i360 tome weapon but because I like -[SUPER BIG DPS JUMPS™]- I haven't equipped it and am waiting for my upgrade(Which I'll get tonight actually!)
So that's the reason why I haven't bought any new weapons for BRD. As for Creation, I'm using those tomes to gear my other jobs MCH, SMN, AST, and DRK. I even have the crafted weapon on SMN and a few crafted pieces on MCH already. However all Mendacity goes to my BRD. I just don't have enough yet.
This thread and my complaints have absolutely nothing to do with my current gear set up right now because obviously I'm not trying to reach super BiS right now with a new raid cycle like, next week. Remember I said the OP was made up of gripes I've held for a long time. Meaning that I was complaining about how the game has not changed since Creator, since Deltascape, since Sigmascape, or even earlier in Midas(upgradable crafted pieces, I'll give them that), not my gear, right now. I hope that clears it up.
And lastly, I have skill speed because I like mashing buttons fast. I already broke a D-pad.