Requiring players to complete crystal tower raids from 5-6 years ago to continue current msq.
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Requiring players to complete crystal tower raids from 5-6 years ago to continue current msq.
FFXIV is imagined in a way that nothing is important enough to be potentially called a plague.
This discussion has come up a million times and will probably continue to do so for the remaining lifespan of this game.
If you get someone purposely wiping the raid because their parse is bad just boot them from the group and move on, they have no business being in clear groups.
Blocking those tools completely may not "destroy" the raiding community but it will shrink an already small part of it into obscurity. Some jobs are rather self-explanatory but for most you wouldn't even know how to utilize their full kit
Where do you think our optimal rotations come from? Continued interest in savage once people have their gear? Our BiS lists, stat priorities or substat scaling intervals?
These don't come from the devs, they don't even know how their jobs are supposed to be played themselves.
If we had no way of extracting concrete information from the game we would have to rely on "feelycraft", just freestyling everything and hoping it works. Do you think PF could beat E8S if everyone did 2k+ dps less than now?
I agree that the divide between "casuals" and "hardcore", or as I like to call it "lazy people" and "everyone else" because being casual doesn't mean you're shit at your job, is getting bigger and I would argue that it is indeed because nothing outside of Extreme, Savage and Ultimate challenges you in any way. But tools to improve have always been out there, people just need to be willing to use them and player mentality isn't something you can just "fix", especially not by dragging everyone else down to that level.
If you raise the difficulty bar for the usual max level content, forcing everyone to improve and then also take away the means for said improvement you just end up with more people quitting the game because they can't get anything done.
Gutting TP instead of just reducing TP cost of weaponskills by a lot. It made tanks and physical DPS gameplay feel even more shallow and this isn't even taking into account how tanks got butchered this expansion. TP acted like stamina in other games and was a resource that you had to mange and choose your moves wisely. It also acted as a level of depth to further add involvement and a little thing that this game has been slowly losing over time, consequence. The only real issue that people complained about was that sprint was tied to TP which they had since ARR to fix before 5.0. We tried no TP and its terrible so lets bring it back in 6.0? or lets remove MP because half the jobs don't use it and I hate having none when I die and get raise'd in battle be cuz it's soo difficult to mange MP that its ruining my fun of just spamming holy nonstop.
I think the "hot button" issue that underlies many, if not all other issues, is the poor back-end infrastructure of the game and the team's lack of time, money, enough staff, etc. to fix those back-end issues.
Character customization and gear design are gimped by poor character data management, inventory and housing are terribly limited, glamour is poorly designed, the new races are limited, every battle arena ends up being a circle or square, lack of diverse new content that doesn't just turn out to be another fate grind... Lack of options for substats/horizontal progression on gear, lack of variety in patch content delivery... Lack of balance between classes, underwhelming combat changes in the expansions, and so on and so on.
It all comes back to not wanting to invest enough money and man-power to improve basic infrastructure and design.
Because why invest money to improve something that is already making money hand-over-fist as it is?
Me.
I can be such a pain sometimes...
1. Not being able to gain XP in New Game +. This was the perfect opportunity for those of us that would like to level other classes and not be forced to grind dungeons with elitists. Speaking off which....
2. Elitists! Don't even need to go into details about these tryhard incels that threaten to kick you/throw racist slurs at you because you aren't DPSing at the highest theoretical level. Just ban these idiots or create a separate server for them to be on.
3. Missing content for certain races. Seriously no hats or MGP hair-dos for Viera?
Some groups are definitely more balanced (and yeah, definitely more homogenized), the tanks being a perfect example, but with other groups they still can't get it right; BRD literally just got a potency increase with 5.3... to undo a potency decrease they added in 5.1...
Every boss in WoW, outside of Mythic+ where you can't swap gear mid-run anyways (to prevent cheese and excessive horizontal gearing requirements), has its own loot table, same as in XIV.
The only difference is that WoW's loot table are restricted to whatever the party can actually use and the Need/Greed process is skipped, with people instead being able to trade gear after receiving it.
XIV model: 2 items drop from a 8-man boss. 0, 1, or 2 of those items might be useful to the group.
WoW model: Each player has a 25% chance (2 in 8) to get something usable, and there's a consolation prize for those who don't get that something.
The best answer to those problems is "abandon development on the current game and start development on the next one".
Be sure that is what you really want before asking for it.
Didn't think so.
Another answer: Start looking for another game that meets your requirements (about class balance, combat changes, meaningful horizontal gear progression). Surely there is something out there that matches what you desire that isn't FFXI. [OK, OK. Cheap shot. I promise I'll be good. Hashtag Satire]
Final answer: find investors and create your own game with exactly those features you desire the most. I understand there are any number of Crowd-sourced MMOs "in development", although they may have been so for five years or more.
Better yet, use them both, and more integrally than just "click this every 60 seconds, or assign an auto-clicker to do that for you", or lose them both. Neither Invigorate nor Lucid Dreaming add anything to the experience, especially now that Lucid Dreaming doesn't even Enmity-fade.
That said, all that was necessary to fix TP was to have resource ticks occur per GCD instead of per 3 seconds (at 20% less base strength to compensate), so they could thereby scale with Attack Speed (and therein Skill Speed). It'd still be a trash mechanic so long as there's never any real advantage in higher spending (e.g. no sufficient reason to weave Enpi, Rockbreaker, Sonic Thrust, etc, situationally into a single-target raid fight), but that's really all it'd have taken.
Except, again, what's its actual gameplay? An auto-clicker does the job just as well as an "optimized" use of the skill. It could just... not exist, with an additional 350 "Refresh potency" generated per minute instead, and there would be no difference. It's just bloat.
Forgoing nitpicks into those particular examples... Agreed. MP, TP and their relevant abilities don't have to be just bloat. And I'd rather use both TP and MP than merely scrap those mechanics. But using them required that those mechanics amount to more than just a button you (auto)click every minute.
In that case:
Apples: Gear can be useful for any of various jobs you may or may not have leveled or even intend to level.
Donuts: Right-click on your portrait -> Loot Specialization -> (Select which job [in WoW's case, spec] you want to gear.)
But you want to convince me that the latter loot model is somehow less friendly or more wasteful?
Similarly...
XIV: You can put all your jobs on one character, but doing so will sacrifice your ability to gear any more than a single armor class or weapon type via weekly rewards.
WoW: Gearing one job does not prevent you from gearing another, since, as different characters, they do not share loot caps. MSQ optional after the first character to complete it. Far faster leveling in general, atop a smoother ability acquisition curve. Significant alt catch-up mechanics, including for endgame progression.
Server tick and animation lock
This sounds awful.
Do the three modes use 2 buttons for the purpose of shuffling your buttons around? Is it designed annoyance you'll get used to or is it there just to reduce the number of buttons?
The charge mechanic cannot happen because this is a tab-target game. You press button, something happens. But assuming it would, how would this fit into the GCD system? Does this extend/delay your next GCD while charging? Do you have to time the release of your charge mid-GCD? It sounds like multiple versions of Kaiten in disguise. It sounds like a gimmick whose only purpose is to reduce the number of buttons.
You can currently reset your combo at any time. You can achieve the same thing with the current buttons by simply adding synergistic effects.
You've condensed the lack of choice into an illusion of choice and hid it behind unnecessary complexity just to compress it all into fewer buttons. No matter how you package this, it will be theorycrafted into an optimal rotation and, in the end, you've achieved nothing but fewer buttons.
We need an actual glamour catalog system. Not another storage box.
They use two buttons because there's no reason to have a third. If you're already in a given mode, why would you need a button for it? That's the equivalent of having a button to "stand still" when there's no force acting on your character anyways.
Depends. Do you like having a button for "Accelerate", "decelerate", AND "keep going at the same speed you're already doing"? If so, it might be a bit annoying to you, but that doesn't make annoyance a design intent. The example merely uses as many buttons as are needed.Quote:
Is it designed annoyance you'll get used to or is it there just to reduce the number of buttons?
Charge mechanics exist in other tab-target games, you realize?Quote:
The charge mechanic cannot happen because this is a tab-target game.
Yes. In this case, charging happens. Stance-swap happens on button release. If you don't want the charge before that given swap, you merely tap the key rather than holding. The .05 seconds of charge in the interim is inconsequential. If this seems overcomplicated, then beware of learning how XIV's current systems actually work.Quote:
You press button, something happens.
You can also technically spam True Thrust or refuse to use oGCDs. That doesn't make it viable.Quote:
You can currently reset your combo at any time.
Let's consider: Which exactly is the illusion?Quote:
You've condensed the lack of choice into an illusion of choice and hid it behind unnecessary complexity just to compress it all into fewer buttons.
You currently have 9 buttons which convey 1 choice per 10 GCDs. As it is not viable to reset a combo, you have no choices therebetween once the combo has started.
The above illustration has 2 choices permitted in every GCD, and consumes 2 buttons to permit them. Is that somehow hiding the number of choices you have?
If I have 2 buttons by which to manage 2 decisions, does that involve more "unnecessary complexity" than using 9 buttons to actuate 1 decision?
Putting aside your reductionism by which any amount of otherwise enjoyable complexity can only ever be reduced to zero, why would requiring fewer buttons to do even same job (not the case here, but let's follow your pretext) be a bad thing?Quote:
No matter how you package this, it will be theorycrafted into an optimal rotation and, in the end, you've achieved nothing but fewer buttons.
Regardless, you seem to be under a misconception.
The point is not necessarily to reduce button count, but merely to give each button a damn good reason for being there. With 8 buttons for each job I can manage depth equal to or greater than what is currently in game. Personally, I like about 16 regularly used buttons, and tend towards multiple of 4, and powers of 4, specifically (because that greatly helps controller support). But that would mean tremendously greater actual depth for XIV's combat. I'd look forward to that, but that may be excessive for many who'd, say, rather point at their bloated bars and, whilst retaining more casual play, claim mental superiority over games that use half that number but to far greater nuance.
Bots are what's plaguing this game
See, that's the crux.
Take Liam, for example. How do you think he imagines the point of those threads? I mean, he (perhaps naively) believes there is some favorable outcome, not through the devs but through the course of a thread itself, that can be constructively moved towards.
Now take yours. Here, you reduce threads to one-way communication, complaints made as if directly to the devs with the expectation of being pandered to.
When people believe that there are issues underlying our surface irritations (X is bad; Y is dumb; Z is overpowered) that can be untangled and either resolved or more usefully defined, threads have a point. Without that though, the OF are of course useless and would probably be more usefully relegated to Instagram, r/ffxivshitpost, Dungeoneers Anonymous, or the like.
I'm talking about endgame. Zephla and a few other youtubers talked about how horrible the RNG loot rolls and everything is in current WoW. We have it so good here, we know what to grind, how to grind it and how long it'll take to grind it. Lets not change that to anything related to RNG please. WoW and Tom Clancy's The Division 2 have that and it SUCKS. And I'm basing what this game has on HW,and SB's endgame. It was super easy to gear and grind tomes for those endstates and I'm glad it's the same way come SB2. So when I finish MSQ I'll be able to quickly gear because they used the same system for 2 xpacs.
You can also raise using Phoenix Down* and that requires no MP. The devs design these systems and its up to them to use it. All I'm saying is why do magical jobs have to be limited by a resource while physical jobs don't. Im guess it's to hide the fact that healers MP will mostly be spent spamming your one single target attack, and dot. Healers barely have to touch their gcd heals because most of their ogcd or lilies use no MP and there isn't enough out going damage to necessitate it. If they put as much effort into reducing MP cost of moves as they did for TP we might still have it now.
It doesn't have to be bloat. Equilibrium worked perfectly fine in giving both TP or HP when needed. For example: if PLD's Clemency gave TP in Sword Oath stance and HP in Shield Oath stance you have one button that performs different functions and also gave you the player a 'choice' in what to do when in a situation. Choice, is also something that this game is slowly losing in favor of balance.
I have many thoughts on this thread personally, I agree with some disagree with others but I like that people are being critical, hopefully the CMs send some of this to the devs, for consideration. I think the game is great but even great things could be better.
I am surprised not one person brought up the issue of limited jobs on this thread if I am being honest here.
Within the Grand picture there is also GP and CP as well. One of which acts as a limit on how many crafting actions you can do (alongside durability, but given that there are skills that help with that...) and likewise the other is there to contain how many King's Yields you can spam on nodes. Just becuase they aren;t related to combat doens't mean that they aren't relevant as the 4 are of the same stripe.
Yeah, only me. I mean in all honesty Limited Job was a mistake to be implemented in the first place. Don't get me wrong, Blue Mage is fine, its the Limited Job system. I mean if it set a standard of allowing a half done job to be released, then we might have just hit near rock bottom and it can go down from there.
I just started a few days ago and I'm already not planning on re-subbing;
"Thoughts from a new player":
The main quest.
I've read all the dialogue so far and the coolest parts are also so few like the tempered stuff, the bulk I've done is run around for reasons I'm still unsure about doing things for people that feel SUPER side-questy. It just feels like a really big tutorial rather than a campaign.
The community.
Is there one? No one talks, and if they do it's not to you, even when you ask questions. No one talks in dungeons and I had to watch youtube videos to figure out how to do fights because everyone went from 0-60 no matter what. Dungeons are my least favorite part of it because of this. I've avoided the duty finder like a plague since I got past the "forced" ones. I've already considered transferring to a more popular server but I don't feel like that's going to change how cliquey this feels.
Dungeons.
My least liked part; which is crappy because dungeons are my most favorite part of any other game. I learned the hard way that you have to know the dungeon beforehand or you get kicked, so I started watching videos. I wish they would just put the videos in the game with the tactics for new players because this easily the most frustrating part of the game, due to lack of socializing and "gotta get it done yesterday" mentality.
That's all I've got; I can't comment on the expansions I bought because honestly I doubt I'll even be finished with the main quest by the time my subscription is over and I just can't justify another month with no one to talk to.
Sorry for the rant, I hope you all have good nights!