I'm referring to the situation where people leave before even pulling the 1st mob. I should have clarified.
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I would love solo/duo versions of some of these dungeons. I would love to explore an area like Castrum Meridianum with magitek content and various goals.
The little arena for solo MSQ are ok. But yeah, in an open environment, these kinds of things could take some of those mechanics from the group ones and train you to get better all while enjoying story and exploration. Which seems even better than what guildhest are trying to achieve. Since those are not in context to a unique dungeon.
Either way, I feel that no matter what is said here..Yoshida has already made up his mind and is mostly set in stone what is happening for 4.0.
I for one, would like to see a raid be an actual raid (Huge instance, where trash drops useful items, crafting materials, etc, rare things, multiple bosses along the way..etc) instead of a boss waiting in a circular or square room. Also the part about rewards? Did that person translate it right? Is he really saying people only do stuff because they feel they have to due to the rewards? The reason I DONT do savage raids is because the rewards are so mediocre. With anything else in life, you won't see me working for something unless I feel the reward is worth it.
As for rotations...yeah, some of them could use some work. I play SMN, BLM, DRK, AST, WHM, MNK just fine...but I do think sometimes its a bit crazy. For me its fun though, but whatever changes he wants to make he will make them anyway and will be interesting to see what happens.
Don't even need that IMO, we've got the undersized party option... That's perhaps my favorite thing from Heavensward... To this day, I enjoy doing dungeons/trials/Coil alone or with one or two friends, far more than the new content SE is adding... If SE went back and added new stuff to dungeons and Coil... That would be amazing, little side passages with optional bosses, nothing hard to add, but it would add some new relevance to them... They've added some new reasons to go back to old content, like the crafted Coil settings, but they're not very compelling IMO... I'd quite like a system similar to Treasure Maps; Lets say you clear T5, it drops a special map, that lets you access something more up to date reward-wise. I'd really love something like that for Primals, could have an almost Guildhest style instance against some of the beast tribe, would have been a much more interesting way to implement the Primal themed minions than crafting recipes, IMO... You do Ifrit (Extreme), get a drop that lets you access a new instance against some Amalj'aa, then that drops the minion and some Lv60 relevant rewards like Eso/Lore...
For the Steps of Faith argument. It is fine to put slightly more difficult content in story quests. What you shouldn't do is put complicated fights in there. Steps of Faith failed to explain to players how the fight worked and what needed to be done. NPC's screamed things but it was pretty vague for the most part. The complications is why people did not like doing DF for it. If you make something that is harder to some extent, but very easy to understand, then I think that is the balance of later story quests that you need.
I agree. In particular I liked the first fight with the ADS and the snake in T1 of BCoB. Interesting platforms that were utilized and not just for show. SE's excuse is it is easier to make mechanics when in a circle/square platform, but now it simply lacks the creativity. Their team should take it up a notch on this. Look at Naxxramas or Ulduar from WoW for inspiration on making a very well made raid structure.
"Ready the cannons!"
"Climb the tower and man the dragonkiller! Time your shot!"
"Prepare the snares!"
The only thing the NPCs do "not" tell you is where the tower/cannons/snares are and that Vishap dodges if you fire the second dragonkiller without the snares. I wager people simply didn't "read" the announcements in the heat of things. I know I didn't when I first did it. I was too much like "ermagerd dragon!".
There was nothing complicated about SoF. The issue is people do not know how to put 1+1 together. All the mechanics were told to you by the NPC except one(Snare and Dragon Killer). Cannons have been in use elsewhere(Stone Vigil HM) as a means to kill adds(ohhai SoF). The game isn't complicated at all. People just need to...Well, get good. It only comes through trial and error. That is what this game is all about after all. But hey, if you want to remove the fundamental of your game away, have at it.
You know...isn't Stone Vigil HM a side dungeon and MSQ. Is it possible that people are now running Steps of Faith before Stone Vigil HM in an effort to get to Ishgard? A solo duty as a tutorial introducing the stage and the tools would go such a long way towards discovering the mechanics while not under fire. Because you know...some people start to panic in that setting. :-p Try following NPC prompts during panic, some people start yelling "but I don't know what the snare looks like." 8 player PUG isn't the best time for trial and error except on day one.
PUG is always a time for trial and error. It just depends on who you take. People don't go into DF to practice. They go into clear. That is why people often left the duty because of impatience of clearing. Stone Vigil HM is just one example off the top of my head. Cannon Fire didn't make its debut there. Honestly, I feel like a Solo Duty would just have the opposite effect. I look at that suggestion the same way I do Normal and Savage Alexander. It just takes the surprise and fun out of it. But that's how I feel about it.
Even with the knowledge, SoF was such a mess. Up to that point, we never had a fight like it, so even with some awareness about the cannons, it was a shitstorm of blind guesses and prayers.
This was also the first time we saw an instance that didn't reset on a wipe. You were forced to keep fighting until Vishap hit the final gate even if the fight was truly a lost cause. It was, still somewhat is, terribly unfriendly to parties where most players are new.
I was really hoping that steps of faith was to prepare us for some new unique mechanics based content that didnt require us to just dps the boss and win, but considering how hw ended up i can see where steps "could" be a hindrance for those trying to enter the expansion, though the fight wasnt faceroll easy im glad i had cleared it a couple days after release,full df pug. Maybe these players have long quit and were just getting the influx of nerfed content trained players, which will only get that much better with a skip everything potion, if that becomes a reality. on a side note:
Q. In other words, it relies to much on player skills?
Y.Yes. Basically, the 2.0 rotations were simple so it made it easy to maintain that rotation while you busted mechanics. To add to that, excluding monk, there weren't many actions where "If you drop or lose this buff, your DPS plummets". Back from those days, Greased lightning was the key for monks and that was what the job design was supposed to be like, but now almost every job has that sort of element. That space is left for contriving, but i think the difficulty was too high.
I can get down with this: The "cooldown timer stances" have a massive pull on the newer dps rotations and they tend to have clunky ways to refresh them or fall off at inopportune times unless one just masters the job completely, which for people who play many jobs might be a bit difficult.
I can see them doing things like making botd a stance, or enochian even, not entirely simplified mechanics but the fall of stachs/buff thing seemed to be entirely a mnk mechanic, the idea apparently to make jobs output higher had to be put under timers. 2 different timers for some, though mnk has always had like a billion buff timers, but going by what i had read from this thats a mnk thing. It sounded to me like they want to make jobs feel more like they did, and less like caster monk, jumping stabby monk, bow using caster monk, etc
A really simple tweak to BLM that probably would have stopped a lot of people from complaining was to disconnect Fire 4 & Bliz 4 from enochian and just have enochian as a straight DPS buff, which could be refreshed. That way if enochian drops off, you should still do decent DPS rather than it cratering until enochian come off cooldown.
This is my point not just for you and me and many others BUT this is the actual reality of the raid scene here.
It's not about the skill or rotations or overload of skills, it's about the lack of time and the lack of people wanting to form a static. Without static you CANNOT improve in the fight because you won't be able to PRACTICE. Without them and them without you, nothing will be clear able.
People clearing Savage is not due to their "incredible" rotations "incredible" skills "incredible" minds. They are clearing it because they have the people AND the time to practice. They can take as long as they want practising each floors and will eventually clear it ! Could be a week could be a month could be a year BUT they can practice and get better. Something that people like us cannot do.
Like I pointed out before. Let's go back to COIL level and remove savage completely. This will encourage people to create more PFs and more pug like practices runs.
Oh so, the raids need to be nerfed, so people can finish them faster and trough PF, but the people who are clearing it now aren't better, don't have better strategy and rotations, they just have more time.
Okk... I guess. If that makes you feel better..
I thought that in MMO it is normal that people who pour more time in get further. I was probably wrong. Lets make everyone equal no matter how much time they spend in game, that will motivate long time players to play more.
I'm more interested in this new battle system idea, with them saying the clear rates of Alex potentially being higher if the level cap was 50, has me thinking they're going to take away positionals and maybe even cast timers, at least on BRD. Also on the note about the "dancing" through AoE, makes me believe even more positionals and cast times are on the way out. There are many instances where combat takes a backseat to said "dancing" and it's just silly to me, like Thordan EX meteor phase, dodging orange AoE circles that follow you, while dodging a ever growing bigger orange AoE circle, just to kill orange meteor circles. I feel that part of the fight could have better implemented, like maybe an all out fight between the knights, jumping in and out of the arena while Thordan charges ultimate end, that would have been something.
To be honest with you I think Yoshida Naoki san takes more notice of what the player base in Japan is saying on there forums. Since that is his home country. I don't think he takes are comments and how we feel in the western country's on board as much. If i am right then that's really sad.
Well in my mind this sucks really bad. I don't want a mmorpg to be easy. I like a challenge I like trying to improve to be the best I can be.
I wonder though. Because 3.0 SMN is way better than 2.0 and you notice that with lvl 60 dungeons compared to lvl 50 where you see where the class lacked at.
No difficulty settings like single player, so better to go easy mode.
I feel like the changes could have been implemented better, tbh. Aethertrail Attunement stacks are clunky, impossible to recover once you've "lost" them, leaving you a wet noodle until Aetherflow comes off CD, and were really nothing but an inconvenience, IMO. There are plenty of ways to add job complexity without giving everyone a "maintenance buff timer".
The additions were good with the exception of DWT and it's reliance on "stacks". If it had been a 60-second CD it would have been better. Opinion, YMMV, etc.
I disagree, I find the stacks allow for clever use of cooldowns and rotation.
That said, I think the class (and most classes) suffer from massive button bloat. For example, what really is the purpose of having 3 different DoT's? That's 4 skills for what could easily be 1.
They're too punishing for awkward phase pushes. What "clever use of cooldowns" did you derive from DWT? The raid rotation was basically "use a stack-giving mechanic when you have 10 seconds left on the buff, line up 3D and two Festers while under DWT then Deathflare after as many Ruin IIIs/Blizzard IIs as your ham hands can handle". The SMN OPENER got more complex, by a mile, but I never felt like AA stacks were "hard", just stupidly punishing.
I guess I just don't find them punishing at all. They drop off once in awhile and I'm like "staaaackkss!!!" and then move on. Though, 99.9% of the time it isn't a problem. I find that if I do content over and over, I can learn when to use and when to hold stacks, so that they are less likely to fall off.
I pretty much only savage raid now though, don't do roulettes/24-man etc, so that may skew my experience.
All-in-all, I'd say without the aetherial stacks and DWT being on a 1 min cooldown, the class would feel a lot less fun to me.
In terms of clever use of mechanics, what I mean is what I said above about timing when you are going to pop DWT appropriately, perhaps being able to burst by doing that twice within a minute, or extend to line up with buffs/trick attack etc. It requires more planning.
Ok well let me give my input.
- Aetherflow should be a trait that automatically returns 20% MP every 60 seconds,
- If you use an action that consumes it, it deplete by one.
- Bio or Miasma or any spell with tiers should have a charging meter to choose between tiers to lessen ability bloat.
Aetherial Attunement will color shift your book so you know how many stacks you have without watching the UI which allows focusing on the screen and mechanics.
- Yellow= One Stack
- Blue= Two Stacks
- Green= Three Stacks
Summoning pets should be on a key timer.
- I tap the key, I get summon 1.
- I hold the key one second the icon changes to summon 2, upon release summon 2 is cast.
- I hold the key 2 seconds the icon changes to summon 3, upon release summon 3 is cast.
Fester and Bane should be on a key timer.
- I tap the key and Fester is cast.
- I hold the key for 1-1.5 seconds, when the icon changes to Bane and release then Bane is cast.
Ruin should be on a key timer.
- I tap the key to cast ruin 1.
- I hold the key one second and upon release ruin 2 is cast.
- I hold the key 1.5-2 seconds and ruin 3 is cast.
- The casting time upon cast is removed from the ruin line.
- Ruin cast are able to be cast while moving.
- This will help with ability bloat and dodging mechanics.
Not sure if you are serious or pulling my chain. If serious, I mean no offense, but that sounds pretty horrible. Long press vs short press for completely different actions? Might work on PS4 I guess, but on PC that sounds crazy. If trolling, then, well you got me :P
Uhm...the platform most likely doesn't have much influence on latency. What does have large influence are the following factors:
a) Distance to the server.
Self explanatory, the farther the server is away, the longer the signal takes to get there and back.
b) Routing of your provider
As above, a signal doesn't necessarily take the fastest route to the server and back, but might go for a few extra miles, prolonging the time between sending and reception.
c) Infrastructure
Not all wires (or mediums, rather) conduct a signal equally fast. If your area isn't technologically up to snuff (as especially rural areas often are), chances are you won't have access to the super fast connections and consequently, latency will be bigger. Better connections typically are more pricey.
Personally, I am playing from germany at 130ms latency. I know people in the US that have more, which keeps making me chuckle on the one hand and sad on the other.
If that was even remotely true, then the abysmal clear rate that we're getting woulden't also reflect the average maximum difficulty clear rate for raids across mmos.
Unique gear, drops, etc. Simply isn't enticing enough for players these days. This isn't a FFXIV issue, this is a systemic problem with raiding. And no, it's not just difficulty that is a problem. Mooted Power Creep, poor progression mechanics focused off of disposable gear, lack of accessibility features for newer players getting into raids, and the change in player dynamic over the last decade have all provided a massive effect on Raiding as a system in general. And the stubborn hold-outs that don't realize that this is 2016 and the same rules that applied in 2006 just don't work as well these days need a serious reality check.
You're a vast minority, across the board, on every major MMO market. Stop pretending otherwise, and stop considering that as something special rather than a problem. You're dieing out, and dragging development time and subscriptions with you. Work to find a middle ground.
I am either not understanding your initial post, or not understanding this one.
By a 'charged meter', I am assuming you mean a software meter. Is this charged by holding down the skill longer? If that is the case, then which games/skills do you mean?
In terms of latency, think of skills like benediction - where the effect, cooldown, cast, animation will go off, but the target still dies.
I'd much rather see something like:
1. Remove Bio/miasma/bio 2/tri-disaster and replace as 1 dot. Make this skill a ~3.5 second cast time (to balance out with having the equivalent of 3 dots applying at once). Make this skill instant cast while under the effect of DWT.
2. Merge Ruin and Ruin II into the same skill. Say, 80 potency, 2 second cast, can move while casting.
3. Merge painflare and deathflare into the same skill. Outside of DWT, Painflare is 200 potency - in DWT, painflare is 400 potency, does not consume aetherflow, ends DWT
4. Remove Aetherflow as a skill, have aetherflow stacks naturally regenerate over time (either 3 stacks every 60s, or 1 stack every 20s). Increase natural MP regeneration, or decrease MP costs of spells to compensate
5. Merge Rouse and Spur into the same skill, one is 40% every 1 min, one is 40% every 2 min - That's 1.4x and 1.96 for an average of a 68% bonus to damage -> make it 55% or 60% per 60s due to the usual loss of not using Spur every 2 mins and waiting for Enkindle (current average if spur used 3 mins is just over 58%)
even then, I think there are too many skills that are potentially unnecessary, but this would cut it down quite a bit.
But that's the problem with MMOs because they're made for many different crowds, difficulty is tough to gauge. You may not think X content is hard, but player B believes X content is. So the idea is, when new content comes out make X easier and make Y content harder thus cycling players through. But that's where 14 has issues because as Yoshida stated, they made things more difficult in some areas, and others the game is almost automated with how easy it is.
XIV will never have a "true challenging" experience, if SE doesn't rework preexisting systems or scraping them all together. This game can't be a Souls, Bloodborne, or Nioh type game because of A the trinity system and B the lack of character optimizations. Until those two things are rectified, XIV can only do so many copy pasted circular/square boss battles and mindless brainless mob. And while they can make those as hard as they want, they can't create anything that doesn't work outside of this model without it being laughably easy.
Savage uses recycled gear, mechanics, bosses, environment. So lets talk about draggin development.
It doesn't only appeal to a few % who completely clear it but also to many people who do atleast half of it.
Get over yourself, only because you are the majority it doesn't mean that the game has to cater only to you.
Majority does only roulettes. Should they stop adding any other content to game and just add dungeons in every patch lol?
EDIT: If they scrapped extreme primals, crafting, gathering, gold saucer, deep dungeon, diadem, aquapolis, treasure hunts, Pvp they could be adding 10 dungeons a patch, majority would love that. We would see for how long. ))
Hi, I haven't followed this particular topic but I saw the question re software meter. I have played mmo's with this feature, and have dug out a link to one:
http://aion.wikia.com/wiki/Charging_Skills
Hope this helps.