I can't blame too much whm's ... most of my ls when we do dungeons, ifrit etc, don't want do it, expecially now with movement interrupt, and these servers. it's really stressfull
up, before i go to sleep, hoping to find a Dev response tomorrow morning :)
Then they don't know how to heal in stressful environments. The problem, however, is this:
Movement should revolve around mechanics in a fight. People should not be lazy and kite shit all over the place because "it's easier," then expect a healer to tail them around like their personal butler. That's the point at which movement is for movements sake, and it's due to tanks not wanting to put real effort into their job.
Movement should occur when it is necessary, like avoiding fire on the ground, or getting to a buff on the floor, or LoSing a mob. It should not involve having to chase down a tank who doesn't know how to tank. I spend enough time moving around to get buffs on everyone while trying to stay out of range of mob AoE, and I try to time my spells perfectly every single time, and I also try to LoS things when the tank refuses to get a boss facing the proper direction. I am not also going to chase a PLD around a goddamn tree. If he takes too much damage and gets out of my range, then he deserve to die. Anyone who does that, even if it is the majority of players, is doing it wrong. If the content forces us into that situation, then the devs are doing it wrong, too.
Come into WoW and let me heal you in Dragon Soul, and if you can survive, you'll see how movement and healing should work during a battle. If I remember correctly, Jinko also plays WoW, and that's probably why he is able to pull off what he can in this game. WoW is a trial by fire for healers, and it teaches one what is proper and what isn't, and if it's one thing I have learned, it's what constitutes a tank who doesn't know what the hell he is doing.
Boss Fights are fine, I like what we have and I hope they stay the same.
I believe SE is on the right track in terms of working towards bosses with interesting mechanics.
The problem is this game engine (and server) allow for NE reactionary or on the go, quick stop quick start dps and healing. Currently as a healer even when using the hotkey to stop and face my target, my spells can literally lock up for 1-2 seconds and not work at all. This is horrible and completely destroys ANY desire to want to move. DDs have no on-the-go damage mechanics... not even Bards or Black Mages.
My hope is that 2.0 will fix this but the closer we get, the more I see posts from SE that to me read like excuses for 2.0 not fixing our delay issues (and I assure you the delay issues are what will kill this game and prevent it from ever being smooth or fun).
My honest suggestion to the SE team is to go play WoW and feel how that game moves and reacts. Feel how quickly your abilities respond to your input, how easily you can control your character and move while still keeping up with doing your role. Every MMO should run that smoothly, and quite frankly I've not played any that don't EXCEPT FFXI and FFXIV. If FFXIV 2.0 can respond to my input in a timely manner and not lock up on me, I have absolute faith it will be able to excel and succeed. If it cannot, it will fail.
I want to give this dev team all the encouragement in the world so they can work hard knowing people appreciate what they are doing because I know exactly how both sides of the development table feel (on a drastically smaller scale). However, I am not going to lie to Yoshi-P and egg him on towards the edge of a cliff without warning him it's there, either.
As far as the Turtle up and ranged dps vs melee dps fight goes, it's likely not something we will see ever completely go away. I can tell you the really good players will try to break out of that turtling though and try different ways of doing the fight which are less safe or easy. In the end though people are going to follow the path of least resistance...
I can tell you that utilizing the incap system further (either for achieving better drops or actually requiring it to down a boss) will force people to broaden their job usage.
One of best reply ever. You explained exactly everything.. And yes, the latency is what actually kill the actual game, and i hope that it will completly fixed in 2.0 . Btw if we want the same smoothness we need regional server, not only new infrastructure.. Even if they do a good job with the net code, expecially EU player will suffer a minunum of 200-300ms , and with this latency in WoW (as example, it's the same in Rift, SW, or even other games) you couldn't do some really hard-mode or high level pvp .
is moogle or ifrit fight about standing all the time in one place? ;XD
what i think what would be MUCH more interesting, especially in chimera fight. would have been different attack points on bosses. I mean chimera for example has 3 heads... why do not make this into a strategy? 3 heads that we can attack in different situations.
i mean this would be more "final fantasy" like. we have this already in any offline FF.
huge boss monsters with different attack areas.
like in FFXIII barthandelus
Barthandelus
well and i think boss battles like Ifrit, moogle.... and also some job quest bosses are fun (even more than in some other shity MMO's like WoW etc.).
about chimera i cant tell you.
and this is what annoys me the most... its not about REGIONAL located servers which would fix this!!... i played tons of MMO's which have been located in Korea... and yeah it was smooth as hell...
even in TERA where i played on KOREAN servers and combat which is about aiming(!) and action combat i had no problems or delays at all!!!
all we need is a new client which is better programmed.. and new server structures.
EVEN JAPANESE players have little delay when pressing buttons (or deleting items from your inventory). that is NOT about location.. thats the shity client code... if this would be so... i would have had those delays in any other Asian MMO's where the servers are located in asia.
right?
Exactly. The only thing I would personally add is that I think the pacing of battles in XIV is better than WoW. WoW can get a little too ADHD at times. With that said, the way movement works, the different cast times for abilities (instant, traditional, channeled, etc), and the way the game responds quickly to the player, are all things that XIV devs could take note on.
This just needs to be quoted. SE please focus on how laggy and unresponsive almost all aspects of this UI and game are. I play FF Tactics on my PS3 and I can choose to have my menu scrolling "Fast" "Faster" and "Fastest" as well as many other UI speed changes. I log off FF14 to play FFT a lot and Im always in awe of how fast my input is received and processed.
I don't expect FF14 to play like a solo rpg. But I do expect server, engine, UI and gameplay to be worthy of being brought out in 2013. Currently, I have to say WoW "plays better" then your far newer FF14 SE. I didn't like WoW much. But I won't lie and say it wasn't responsive on a decent PC.
I agree that some of the fights can be pretty simple. Once you know what to do, it's like second nature. Every class has its role, and as long as everyone is up-to-par with that role, the fight SHOULD go smoothly. This is very similar to FFXI, but also to other games as well. Add in a few 'different stages' to a fight, and the fight is a little bit harder.
I tend to play a healing class in every MMO I play, and the dynamic of healing does not change TOO much. FFXI was such a slow-paced healing MMO that I could literally alt-tab between cures (while my character was still casting). WoW was so fast-faced that a lag spike could (and would) be devastating. This is because there are MANY instant heals, and most of the preferred heals WERE fast-casting. I don't know how it is (quit two years ago), but it's a comparison. XIV is somewhere in between. A LOT faster than XI, and somewhat on-par with the speed of WoW.
I have fought Chimera, and while the first attempt led to us running around trying to 'figure out' what to do, the next ones went a lot smoother. It was a fairly simply fight to 'figure out', especially using the tried-and-tested strategy of sticking to the wall, etc. Now the thing I would like to mention here is... this fight technically DOES have 'three' phases. This is unlike most XI battles, where the mob may have a 2-hour (which Chimera also has), but besides that, the fights were pretty much the same from beginning to end. Two exceptions that come to mind would be Kirin (popping mobs at the beginning, but only the beginning), and BCNM fights (where the mob literally despawns and respawns with different abilities/stats).
Has Chimera come far and beyond THAT? Yes, I would say so. If there was no 'safe' place against the wall to stand, this fight would be on-par with all other MMO's you mentioned. There is apparently a 'safe spot' in the middle of the room on stage 3 so you don't get hit by worms... but that would also be easy to navigate to and wait at. What would make this fight HARDER and MORE INTERESTING is if the safe spot moved... randomly... around the room, and people needed to react to this. If you look at the promo videos, you don't see everyone squished against the wall. Basically, this is just terrain abuse people are using because it works, and will continue to abuse because it works. There's no shame in that, because it works, but it does take away some of the challenge.
THAT SAID... My LS has been focusing on Cutter's, and I haven't touched Aurum Vale outside of the short run to the AF room. That fight seems to be a LOT more like what you are looking for in an 'updated' endgame fight.
They should switch to an action system like Tera's in 2.0
I don't think I know the answer, but perhaps this will help, this is all 2nd hand info of course. I believe I remember YoshiP saying they were going to add in a dungeon finder + cross server dungeon finder. Which means more than likely every group will have a balanced number of jobs in it. Sure if you wanna get 8 archers together you can run to the dungeon. If you queue however you will have to have a tank, heals, dps etc. so parties won't have this luxury, for the most part 98% of players will queue into dungeons and experience the content in a balanced party as it was made for. Not exploiting a broken mechanic that is sure to be fixed by 2.0 anyway.
Once we get more jobs and higher jobs under our belts, this crap will more than likely be a thing of the past, on a side note though, this game is so different from WoW and GW2 and RIFT, those games will more than likely not take many players from this game, if anything the marketing team for SE knows what it's doing, they're going at 2.0 full force, i believe they're even shipping hard copies to stores for it though I have no proof of this, just kinda gleaning it from how SE has worded things. In short, i'm glad you made this post, it needs to be brought to Yoshi's attention, but do I think we have anything to worry about? Probably not, but i'm glad there are people like you out there who are making it known just in case. =)
Slow paced MMOs are becoming a dinosaur in the video game world, enjoy them while you can. They aren't long for this world. People want fast action and dynamic combat, because the majority of the growing MMO playbase is tired of spamming our most powerful ability over and over again. There is a reason we have more abilities and faster cooldowns than we did in XI. This game is a constant dynamically changing monster, I hope you're ready.
Some dinosaurs need to stay buried. I realized lots of people enjoyed FFXI and at the time it was a pretty solid game... but we're 10 years in the future and that stuff just doesn't cut it anymore.
If people want slow paced RPGs, they exist in single player form. I just can't really imagine a MMO setting in this day and age that could cater to the slow-paced RPG style without being absolutely boring or wasting a lot of people's time with waiting.
I really liked the last 3-4 replies (Sortis and Riaayo), thank you for the support guys, i hope our voice will be heard :D
And yes i'm 99% sure that with 2.0 the situation will be really better on the fight side and all the related balances ;)
With the current netcode and the huge latency differences it is hard for a programmer to make a fight thats not too easy for japanese players,nor too hard for the rest. Moving from something that should have appeared below you a second earlier isn't easy :P
That aside I agree that ranged damage dealer have the advantage in most fights - on Ifrit for example melees take way too much damage if they're in attack-range, on the Moogle they have to waste way too much time running around.
I see what OP is saying here. This game is not quite as action-based as some other MMO's out there. For me, though, that's why I play it. A lot of the fights are more strategy based, and as most players come from FFXI where that's how you had to beat things. It's just taking the nuances between each class and ability and essentially abusing them to the point where you have a working strategy that gets the fight done as fast as possible as smoothly as possible. I don't like the fact that melees are underused right now, but honestly I do find it kind-of silly. Throw a mnk war and lnc on something and you can be sure to see a few stuns, blinds, and pacification going off. As long as your healing can deal with it it's just as valid, everyone just needs to know what they're doing.
People don't bother doing this, though. You can just throw a few ranged DD's at soemthing, and not have to worry about the quality of your support. Less people on the floor, and the fight just goes smoother. You could say the same for a lot of FFXI fights.
That being said, even action MMO's can have their abuses of game mechanics. In DCUO the best way of beating someone in PvP was often a combination of clipping ability animations and ending on an ability that gave you a 60% boost to normal attacks, and follow it up with a combo.
I'm fairly certain in both cases it's just a matter of dev intentions vs player utilization. People don't see a reason to try things any way other than the easiest. Personally, I think the additional effects on almost every combo should warrant having a range of DD's, but perhaps something else needs to be done. I just love doing a fight on MNK and being able to do almost any combo and see some effects getting thrown on what we're fighting. It could be that these effects aren't as potent as they should be, and should be increased so that putting them on mobs outweighs the extra healing needed by a melee job.
Phobos, I would agree with you about XI, BUT people actually used melee for a ton of things and they had dedicated whm's to heal them also. I dislike tanking on PLD cause 9/10 times my cure's are a waste of mp cause i have 2 whm's tossing cures at me none stop, after they fixed cure's don't show for the amount it would heal all the time thing I see so many 0's and just think wow he could healed a melee with that.
This is the problem with "good players", they want the quickest and most efficient way to kill shit because it would be "annoying" (note: actually a challenge) to fight it any other way.
As for the subject, I'm just reading the title. "Is this Fun in 2012?" Fun is subjective. It's not a gray area, it's black and white, you either find it fun or you don't, there's no standard to subjectivity.
I don't do much content, but when I did Ifrit the #1 thing that killed the fight (and mechanics) for me, was animation lock. They absolutely, 100%, NEED to fix animation lock before they can make battles more interesting. If you watch boss battles from other MMOs you may deem more "fun", you'll notice there is a lot of movement going on and people are constantly having to dodge barrages of ranged attacks, some of which may punish proximity. In FFXIV, these mechanics are impossible due to animation lock.
Either way, I do think the game is "fun" as a game, but I would have to agree that content in this game needs serious help. And animation lock, in my opinion, is easily the top issue, even above latency or boss/class/job design.
oh, look. it's one of those "I haven't done this yet but it sucks" threads, combined with one of those "i have unreasonable expectations from devs working with an engine and coding structure which simply doesn't allow for much more than they're currently giving us" threads. weird. never seen that before in this forum. never ever.
truly bizarre.
I still find it funny people lack patience or need everything fast paced then complain about a lack of content or 'copy/pasted content' in other MMOs because you blow through everything too quickly.
I feel as though the FFXI mentality of what you're saying applies here too. DD's are great in XIV, but you need healers for them. In FFXI it was the same way - if you didn't have quality healing you just didn't bother with melees. Almost everything could be done the /airquotes simplest /airquotes way by throwing a bunch of ranged DD's at it. I agree with you on PLD... heck I even made a thread about how useless cure is on pld right now...
Yeah it's a large problem with Tera, which is why they're scrambling. This is why I personally say just let FFXIV go it's own pace, if they pull from FFXI in terms of content concept they'll do just fine rather than having to mimic every "fast paced MMO" and be basically yet another clone of quest based progression and living in Dungeon hubs. While the content in XI wasn't perfect, it was fun as hell when everything pulled together and worked out, especially when you're not trying to burn your way through stuff because you're too pussy to take a beating.
People can sit and mock those of us who like FFXI if they wish, but XI actually felt like an MMO, something XIV shuld have captured and more instead of trying to be mainstream.
No melee's was used a lot in XI, SAM's, DRK's, WAR's, BLU/THF's, and sometimes an THF. All these classes was used a lot endgame. Like i said before You dont need 2 whm's healing a tank it stupid that other whm could heal melee np, but believe it or not most whm's wanna stand in one spot and heal the tank to death. It should be no excuse for whm's not heal anyone they have so much mp regen skills its stupid, so everyone should stay topped off.
I honestly think they should limit the job/class max in any content to two, and that does not mean you can 2 arcs and 2 brds, it means you can have 2 brd or 2 arcs or 1 brd and 1 arc.
I see that there are "black and white comment" ... i know that ppl that came from XI like the current game (i liked it too 6-7 years ago), but you have to think that a game to be succefull, need to be attractive to most of ppl that will pay for it.. And must ppl nowadays, don't like very slow paced mmo.
any tiny information from devs :) ?
Hello everyone!
We understand your concerns with melee classes being left out because they are having a difficult time on some of the encounters that we have introduced because of the damage they receive compared to ranged classes.
We let the dev. team know your feedback so they will be making balance adjustments to allow melee classes to have a larger role in upcoming battle content such as the Garuda fight in patch 1.22 and what’s in store for patch 1.23. (While I can't give away any details about future battles just yet, I made sure to let the dev. team know that you're wanting new and dynamic encounters! ;))
Once the above adjustments are implemented and you have tried out the changes, we would love to hear your feedback about the current battles that have stirred up your concerns for the melee classes so we can look into these changes going forward. :)