While I applaud your conviction, that is most definitely not Ravana gear. Each tank will not be getting their own set. Especially since casters and healers only have a palette swap difference between their sets.
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If that set doesn't resemble Ravana, who or what is it based off then? Sure doesn't look like Midas set.
You're Ifrit, he's Ifrit, we're all Ifrit, son, except for drg, he's a special child with special treatments.
Its Ifrit. They share the same primal as MNK.
Ravana for tanks would have been way more appropriate. :( Way to drop the ball SE.
Oh well, my DRG will definitely be happy.
Antitower looks awesome.
I'm really looking forward to seeing where the main story goes next and seeing Hildebrand again. :D
I'm actually excited for the Gnath Quests too. I find it satisfying to rank up with the beast tribes and I've found their stories enjoyable for the most part.
I'll go through Midus normal and the Hall of the Novice stuff at least once most likely. I qualify to be a mentor for battle classes so I'll give that a try as well.
Not interested in PVP/Midus Savage/Stone, Sky, Sea.
The XIV forumula doesn't bother me since I enjoy the core of the game. I do think it's a problem when new content doesn't take off (like Diadem and Verminion) and I hope SE has more success with introducing fun new ideas to the game in the future.
Sure some of these people complaining care and want the game to be at it's best. However some want it to change at it's very core because it is not enough like XI which is not going to happen at this point. Also as people have said before people complain and offer little to no feed back on what would be better accept XI comparisons sometimes. They complain that they're running the same stuff over and over for to long but forget this happened in XI as well but for a much longer period of time. When actually you can run other content like front lines roulette and many other things to spice things up and get Eso tomes from them But nope lets burn ourselves out because the 2 new dungeons give the most. As if they only have a month to get the gear and not 3 months.
While true, there are a lot of those posts, there are also many posts from people who are not comparing to FFXI and do provide feedback about their desired direction. The quote that Remus responded to was a blanket statement to the "all the people complaining" as if they should all be put in the same boat.
Also to that person, we really don't need you to tell us how to spend our money or what to do in our leisure time. Many of us are intelligent enough to realize that if there is nothing about the game we like, that we can quit (and many people do). However, there are some of us who have concerns/complaints, but still enjoy the game over all for various reasons.
I'd say that FFXIV hits a solid 7 out of 10 on my personal scale of what I want in an MMO. The issue is that no other MMO scores higher than that. There are little things I like in all the MMO's I've played, and things I didn't like.
Finally, feedback is great for the development team. They won't listen to all of it, they won't address all of it, but all of it is useful to them. Feedback is always important when focusing on customer satisfaction.
All XI is at this point is Hard Mode versions of old BCNM fights, and mage/ranger only content. Not to mention, it used to take like, two years minimum for new content to be released in XI. Usually significantly longer.
But hey, I know, let's be more like XI:
-Gate content even harder than we currently do.
-No guaranteed drops, everything has a 1-5% change of dropping to keep content relevant.
-Only the party to land the first claim on a hunt get anything from it.
-A single relic weapon takes 1 year of dedication from 36+ players to create by doing a 3.5 hour zerg event 2 time a week, after collaborating with every other Dynamis LS on the server for a slot. Also, every entrance requires 1million gil.
-Best drops come from a nigh unkillable enemy with and RNG spawn, requiring you to gauntlet through 7 other powerful NMs. Ability to kill is RNG dependent on what abilities it decides to use.
-Dependable solo is only possible on two, maybe three jobs.
-Break job balance into a million little pieces, only 1/4 of the jobs in the game are considered viable.
-Traveling anywhere of significance takes up to an hour.
I actually like the gating of *some* content. For example, end-game areas. It means that you know that people that reached it have overcome a trial of some kind. In a way, it's a sign of solidarity to see other people randomly running around Sea (or at least, it was back before they allowed you to go in uncapped) and it always sparked me to converse with others.
Sky, to a lesser extent. Even though it was mcuh easier, you still had to earn your entrance in. And FFXI made up for this gating by having the areas actually be interesting. Compared to Sky and Sea, none of the areas of FFXIV really left much of an impression on me. Regardless of 2.0 or 3.0, they're all so easy and fast to get through, you never truly stop to examine the area, learn the monsters, etc. etc.
Now, note that I say some. Unlike in FFXI, FFXIV gates jobs behind the story and having an expansion, whereas FFXI only gated it behind having the expansion and being the same level to unlock the job as you neeeded for all other jobs.. Which one sounds like a better system to you?
Fake extreme %'s are fake extreme %'s - I recall it being closer to 20-30%, and even if specific items didn't drop, you still got the other ones (Wyrmal Abjurations, shining cloth, etc.) whcih had various uses.Quote:
-No guaranteed drops, everything has a 1-5% change of dropping to keep content relevant.
Only the alliance to land the first hit on a HNM could get anything from it. However, only the alliance with claim could attack it. This meant that there was competition, whcih can be argued to be good or bad. In the case of the Sky gods, it wasn't terrible - most people could get their items together from random drops if they put in a bit of effort.Quote:
-Only the party to land the first claim on a hunt get anything from it.
- Yes. It took a ton of dediction from a dynamis linkshell for a completely option but massively overpowered piece of gear. It'd be the equivelent of getting a piece of gear that's 90 item levels higher than our current set - Would it be awesome to run into someone wearing it? HEll yea! Is it required? Deargodno.Quote:
-A single relic weapon takes 1 year of dedication from 36+ players to create by doing a 3.5 hour zerg event 2 time a week, after collaborating with every other Dynamis LS on the server for a slot. Also, every entrance requires 1million gil.
...Nigh unkillable? Is this because the fights took longer to do? (Kirin I know took some time even with a lot of cycling) but that doesn't make them nigh unkillable. Just meant you had to work for it.Quote:
-Best drops come from a nigh unkillable enemy with and RNG spawn, requiring you to gauntlet through 7 other powerful NMs. Ability to kill is RNG dependent on what abilities it decides to use.
This is a subject that will always be debatable. Is solo really required in an MMO? Some people loved the community aspect of leveling in FFXI, but it was also slower-paced than FFXIV is. This allowed us to, while fighting, type casually to eachother. Enjoy some laughs. Enjoy some drinks.Quote:
-Dependable solo is only possible on two, maybe three jobs.
I'm a Pre-WoTG player, so outside of lolPUP there wasn't many 'useless' jobs. Melee (dragoon, warrior, samurai, dark knight) classes often had fodder around they could build TP off to be switched in for Weapo nskills. Black Mages joined the party, dropped all the MP nuking them down, then switched to the Bard party to get their MP back (out of rotation.) Paladins and Ninjas were both effective tanks. Thief was great for doing a spike of damage and securing more threat on tanks, too.Quote:
-Break job balance into a million little pieces, only 1/4 of the jobs in the game are considered viable.
Again, this is bad? The world was massive. Everything had a ton of love and detail put into it. I can still remember getting lost in Windurst for the first time. I can't remember any area in FFXIV proving to be anything more than an open field. I remember searching the quicksands and finding the weighted door lever that required either 3 lalafell, 2 hyur, or 1 Galka (Numbers might be off) and thinking that was AWESOME. I remember spelunking into dungouns with my thief friend and exploring around, only to stumble onto an NM and to get our **** royally wrecked by it.Quote:
-Traveling anywhere of significance takes up to an hour.
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On that note, I want to say one thing:
I do not want FFXIV to be more like FFXI. But I do think that FFXIV rehashes content way too freaking much and, more than that, is constantly offering less and less content for the same fee. Three months and a half for this patch, and we're still getting two dungouns, with people saying that "It's ok it's not 3, because we're getting the ... training hall?"
I'm sorry. we waited more than 3 months for 3.0 to come out - and we had to pay for that game while paying our monthly fee. We waited over 3 months for 3.1, and we paid our monthly fee during that, only to get a dissapointing and over-waited Relic that could never live up to player expectation.
I don't think it's bad to want to see more unique content. Nor do I think it's bad to want to see more well done content. Regardless of your origins - the OP just was noting that FFXI players don't care for rehashed content because every expansion had some kinda difference.
People here must seriously intentionally think that everyone here who wants FFXI elements by default also wants the negative stuff like waiting for 6h in jeuno for a party. If the council of Yoshi P white knights in this thread would actually read the valid arguments of most people and not find one thing to complain about then you would understand what alot of us want to see.
We want this game to feel personal, rewarding and not be like everything else out here.
Many here are replying with oh it beats wow or other mmorpgs are doing the same. That is when this game will die out way faster than FFXI. Its catering to the hypetrain market who don't care about FF lore or games etc.
Its very casual friendly and new player friendly wich is fine but with time we will be stuck beeing the "endgame eliteist douchebags" because new players won't come to FFXIV they will go to whatever new MMORPG that out and currently "hot".
I don't want to see this beautiful game go to waste because this community is slowly getting infested by people who came from WoW to this because its a "break" from WoW and this feels different. I'm paying for a sub as much as the other guy and I'm voicing my opinion.
I'm not interested in a carrot stick mentality where im going to hunt a 10-20 increase on a ilvl because other games are doing this.
I'm also not interested in seeing the same content reused over and over and over and over again. We have been seeing this for 2-3 years straight now. We had hopes that HW would give something different to the table instead we got ARR reskinned into HW.
FYI You guys who followed the last years of FFXI will know that Yoshi P is the creator of Abyssea along side the other FFXI director. Wich is why Diadem got introduced to FFXIV.
This is not rewarding content people are barely enjoying their gears or progress before new stuff is getting introduced turning current progress useless. I keep repeating myself here but people seem to enjoy this mindless increase of 10-20 ilvl thinking its the most amazing method of gaming of all times.
Some people here actually think that learning a scripted pattern is something hard? Its not really hard its getting 7 others to figure it out with you. Thats whats hard about it. Plus when you finished this Midas dungeon wich will probably be 4 parts like alex. You are grinding it weekly because of cap trying to gear up everything as usual and then what? I can still do the same content as you but beeing most likely 10 ilvls lower than you.
But guess what? Whatever you acheived during midas for the past 6 months I can go in as i250 later and do it way easier. This isn't the mentality of how a game should be. It teaches and promotes beeing lazy is fine you can always catch up.
That mentality is horrible. Even if relic wasnt supposed to be obselete or whatever it could have been done way differently. The relic weapon could have grown with you constantly increasing in ilvl with every chapter it could have been something that could be really time consuming/gilsink/mindless grind and actually be rewarding. Its just 1 thing ONE DAMN THING but everyone here is crying for any bit of horizontal progression that its becoming scary. I'm slowly starting to realize that its the players with this mentality that will be the death of this game.
The relic could have worked and increased with you without beeing a problem giving you the option example: Midas gives i220 weapon you can also have your relic turn i220 but you have to grind dungeons x amount of times and get items etc I'm not refering to how it is right now but it should require more out of the player teamwork wise and timesink wise. And by next chapter it shouldnt be useless but continue to grow. Just because Yoshi P said he wants it like this we could speak up and say no since we are paying for the product instead we are swalling it up because groups who learn midas patterns seems to be sad if someone else would have an i220 weapon except the person with the i220 had to do dungeons about 50-60 times if not more and waste over 40m gil etc.
There are ways to go here with using what the actual game has to offer without going out of the comfort zone but its not beeing done all for the same of lazy gamers and SE devaluing casuals.
They could add something like beseiged that doesn't have to feel like its a fate.
They could make harder content that requires us farming dungeon x for item x combining it with item from gatherer x and making crafter x create the pop item for the world boss and you go there with an FC or LS group and fight something as a 24 man group.
That would be fun times for me instead of this unpersonal crap called duty finder.
You could also make stuff that requires more like Steps of Faith that requires players running around other places pushing stuff than just mindless dodge and zerg dynasty warriors button mash patterns thats ripping the gameplay apart but nah we are getting craftable allagan gear because thats more important?
We could have more open world content instead of the maps beeing as empty as they are but nope we are stuck with duty finder because people assume by default that the server cant get along to do stuff. You spend more times in cities chatting in FC chat and LS waiting for a damn DF to pop when world content could have been presented so you can do more things outside PF.
They could make overral game difficulty harder and not always beeing ilvl based so content doesnt feel so easy that we can complete it in 5 days aside from the extreme stuff but nope we are sticking with the patterns cause somewhere here players can't handle difficulty?
SE needs to stop punishing dedicated players for learning patterns and beating hard content for the sake of casuals and new players all the time. I understand that a company wants customers and people SHOULD always feel like they can catch up and not quit the game. We don't want an unforgiving FFXI game where it only catered to veterans but at the moment FFXIV has no balance.
Just look at the tank jobs. All 3 tank jobs are pretty much the same play style in abilities the icons just look differently. All 3 jobs got an ability that reduces damage taken by 20% at the price of lowering dps by 20%. A 1 2 3 pattern for holding hate while flash overpowered and unleash have the same function except that overpowered and unleashed does damage while one is tp based and one is magic based. The pattern is the same but with sligh differences.
To me and imo none of that is unique its the same thing but looks different.
Here goes the told fart references. PLD and NIN in FFXI where tank jobs eventhough NIN wasnt meant to be tank but they played eacother out differently. It felt unique and it was two different ways of gameplay to hold hate and tank. Here its the same.
SCH imo should have been like FFXI using the black and white elements with the stacks instead here we got it sharing aetherflow with a summoner?
Summoner is a WoW warlock ripped off big time.
Astrologian shouldn't even have been released instead give the cards to the MCH and remove the silly thing called MCH and have it beeing Corsair like it was meant to be in the first place.
Red Mage should have been introduced not astrologian.
Bard should have been true support and not a dps support silly thing like it currently is.
Gears in general are also extremly unpersonal and boring. Its just a bunch of numbers limited to a variation of 6-7 stats depending on the job you play.
FFXI gears eventhough they where not balanced had alot more happening in them wich made them personal and unique. I miss that ALOT here. Gears just feel one of many instead of personal. The look might be personal i guess if you use esoterics but the content is the same. I would rather see gears that says increases ifrit damage by 10% or damage taken -10% cure potency 10% but a while back Yoshi P said the simplicity was because players wouldn't understand explanations on gears. To me thats devaluing players again unless the newer generation are truly complete morons who can't figure out what 10% more cure potency actually means and need it to be derped into crit and determination.
I mean, they could go the XI route and not add/balance ANYTHING for up to 6 months. And when they did, it was usually only a bit of story. Looking at you, WotG. Literally took them years to finish up that story line, and updates were very sporadic. Admittedly, they did the same with Seekers of Adoulin.
At least until ToAU. In which case they spent the next few years slowly adding content, every 3-4 months maybe, that wasn't ready for release. Some of which still doesn't exist to this day. Or it flopped horribly like Pankration and the numerous augmentation systems they attempted until Trials of the Magian was added alongside Abyssea.
I actually really love XI, but I'm not blind to it's glaring faults. And if you think it's content was actually unique, you're blind.
Kill trash/gather pop items -> Get access to a boss -> Kill boss -> Possibly get loot -> Proceed to the next tier -> Repeat
or
Wait for a 24/72 hour respawn -> try to claim -> if claimed, kill -> Possibly get loot -> Repeat
Each event had some unique gimics (lamps, cells, zantetsuken, damage immunities) but they were all super similar in every other aspect. And this is exactly how XIV works as well.
"I want this game to be unique, not an other wow-clone"
Then
"I want it more like FFxi"
So which one is it ? Unique, or a copy of the MMO you like ?
If unique, hell yeah go for it, give suggestions that aren't a rehash of other MMOs. Will be hard nowadaus but you can try.
If a copy of another MMO than wow, well, no. WoW-copy model is the best working model in this day and age (not necessarily the best one, but the one with the best results) and there is no reason to change unless the game starts crumbling apart
Those percentages aren't off the mark for a lot of things, actually. Data was collected for the FFXI Wiki for years, and there were plenty of items that had drop rates hovering around 5%, such as the Ochiudo's/Onimusha Kote from Mee Deggi the Punisher or the Defending Ring from King Behemoth. The drops in Sky were more friendly (Kirin's Osode and Byakko's Haidate were like 40%, for instance), but those weren't the only end-game items in FFXI by any means. Then you had the crazy stuff like Kraken Club, which seems to have a drop rate of 1%.
It's certainly not true that "everything" had a drop rate that low, but plenty of things did—certainly enough for people to remember.
By everything, I meant everything that matters. Okotes/Fumas, for example, were level 40(?) BiS pieces for PolearmWS/GeneralTP sets until quite a bit later in the game.
I... I don't really understand this. How are we seeing the same content reused over and over? Do you mean, Hard Mode and Extreme versions of dungeons? That I could see as re-used content, but each one I've done has added new monsters, new mechanics, and new story to them. Same setting, different things. While I agree it's reused, I think it's unfair to say it's 100% the same.Quote:
I'm also not interested in seeing the same content reused over and over and over and over again. We have been seeing this for 2-3 years straight now. We had hopes that HW would give something different to the table instead we got ARR reskinned into HW.
It's not like each patch hasn't introduced something new either. Last patch we got Verminion, which we didn't have before. This patch we're getting Earth, Sea, and Sky, which is something we didn't have before either. So, we're getting something new added to the game with each patch.
Then we get actual, consistent updates in each patch that seem to come in every patch, but they add to the core gameplay, and I don't think these should be excluded from a patch. New Dungeons, New Raids, New Gear, New Hairstyles, New PvP stuff, New MSQ, etc...
I honestly don't see how things are being re-used over and over again. They're expanding on and adding to the core of the game. That's a good thing. They're adding new things with each patch, also a good thing.
Personally I don't care for everything being added, but I do see some things in the coming patch that I know I will enjoy. I entertain myself with the game outside of what's added, with the community. That's me, but maybe if the content isn't enough, other players should consider the same?
This game has been out for more than 2 years now. Does anyone honestly think that a patch will somehow wildly change its formula? I understand that this game's formula may not be for you, but honestly, just quit if you're expecting something wildly different with a patch at this point, seeing what all the previous ones have brought. I like this game, I like this game a lot. Each major patch keeps the game from becoming too stale, adds a ton of QoL improvements, gives me cool-looking gear to get, and new raids and primals to challenge; I'm really excited.
As a sidenote, I always find it really funny how most players that complain about lack of content are people who've barely touched current endgame, or hell, not even completed the Coils at this point. If that's not your thing, and you don't want do to that, that's fine, I'm not saying there's something wrong with that, but just because you don't like content, doesn't mean that the content isn't there. Go dabble with crafting, gathering, learn how to play other jobs. You can have every single class on one character in this game. I'll definitely agree with you if you say that there are things you just don't want to do, but it definitely doesn't count as lack of content; it's there, you just don't want to do it. This is the only MMO I've ever played where we consistently get updates to keep the game fresh.
That's true, but FFXIV's overhaul came in the form of a brand new game. My experience with WoW wasn't very far-reaching, so if I'm wrong, please feel free to correct me :3
I started towards the end of TBC, and played endgame through Wrath, Cataclysm, and a little bit of MoP before I got tired of the game; i took a lot of long breaks in-between. If by overhauls, you mean the change from 40 person raiding, into 25, into the option for 10, or not having to do reputation quests to unlock the heroic version of a dungeon, those all came with expansions. I'm not sure when they implemented raid finder feature, I wasn't playing by then, but all those things haven't been a wild change to the game's formula in terms of endgame objectives. You still did your daily and weekly heroics, and raided if you liked raiding.
If this game's endgame is being redefined, I would expect that to happen with the coming of a new expansion, not with a patch that happens every 3 months.
Indeed major gameplay system overhauls usually come with expansions. That's partly why players have been so tired of the game since 3.0 launched as none of the existing game systems were improved and very little truly new was added. We just got more content added to the same old systems.
In my experience with MMOs every expansion needs to add a new form of core gameplay to keep players interested long-term. Something new to do alongside all the other core progression systems. In FFXI each expansion included something like this, with wildly differing forms of endgame content. We got things like Besieged wherein the beast tribes invaded Aht Urghan and players had to defend the city, and Nyzul Isle which was essentially an endless tower dungeon.
The devs need to sit down and think of a new core gameplay mechanic to add to the game. Something besides dungeons, fates and hunts...
New core elements that were added in Heavensward include Flying Mounts, Company Workshops, and Diadem. They also restructured the end-game difficulties, introducing a new "story mode" for the game's main raid.
Just because not all of those new things have been successful doesn't mean they didn't add something new. What they've added can roughly be compared to the additions WoW saw in its first expansion, which was largely the same as Vanilla WoW, much as Heavensward is largely the same as A Realm Reborn.
FFXI didn't add a great deal with its first expansion (RoZ) with its first expansion either. The main additions were Sky and the Prime Avatar battles (the latter of which weren't significantly different from Burning Circle NMs—they were both the equivalent of Trial battles in FFXIV, really).
flying mounts arent used in endgame content sadly or combat for that matter , is nice to have flying but....since u cant mount in ANY dungeon not even outdoors dungeons let u use mounts :( , diadem could have been AMAZING , Company workshops are retainer 2.0 but for a few in the FC....
u cant compare TBC to heavensward....the 1 raid in wow had what? 12 bosses karazhan rocked, plus the zone was HUGE...add 2 "trials" to that with magtheridon and Gruul.
then u get SSC , with tons of bosses plus elevator boss :P , the eye was small yeah , but then Mount Hyjal....and Black temple both amazing in Content , size , lore ....
oh and Zul Aman......and Sunwell....damn ,the amount of content in tbc was huge at least for raiding.
Dailys in the isle was kinda cool too (tons of outdoor pvp :P)
too bad Blizz got lazy and started milking the cow so badly is almost dry. 1 year of "nothing " doesnt help at all...
I guess you could see the tank Vit stat change in 3.2 as an overhaul. I'm looking forward to not having to compete with DPS over gear that's often considered BiS if you're an aggressive tank.
The way we play our jobs has been completely changed with lv 60, we have flying, a crafting specialization system, FC workshops, and a casual tier to endgame raids, and then more of the things that were present in ARR (dungeons, primals, raid). I'm sorry, but I wouldn't call all that, as well as new zones, and the promise of adding more content over a steady basis "very little". Something I've noticed about the development team, however, is that they often have really cool ideas, but poor implementations of them, like hunts and the Diadem.
None of those things were added overnight, though. You can't compare an expansion at the end of its cycle to one that has had one major patch so far. While we're at it, go back to WoW's dungeons (not raids) and realize how many of them are simple tank n' spank. WoW's dungeon system had a more "quantity over quality" approach, at the very least, FFXIV's dungeons all feel unique, and even the Hard Modes are completely different in map layout, enemies, as well as bosses, whereas WoW's heroic modes were like "it's the same thing but STRONGER!".
WoW has a much better open world, though, by leaps and bounds. I don't think any MMO will come close to rivaling WoW's open world.
I'd rather not have flying mounts as a gimmick in a dungeon either. Look at the Oculus in WoW, where they had flying mounts, and how horrible that dungeon was.
Oh I do see that as a change. Even the upcoming materia change is something different. I was just pointing out that expecting FFXIV to change its formula is not far-fetched. That said, a certain sense of realism needs to be considered. It's perfectly reasonable to assume that we will have materia slots on gear (something I've seen proposed on threads in this forum prior to the announced change), while requesting a complete removal of vertical progression is probably less realistic.
I tend to provide requests that walk the line between realistic and not-realistic. I do this, because I feel that SE tends to want to take baby-steps in their adjustments, so if they are taking a baby step towards a big change, the baby step will be much bigger. Whereas if they take a baby-step towards a small change, then it may be effectively unnoticeable.
I also hope that some of the bigger changes are things they think about while they work on their next expansion - where larger changes are more accepted and expected.
You and Alahra both pointed this out. It's a good point for sure, lots of stuff was added. The issue is that most of that new stuff goes largely unnoticed by end-game, combat focused players. With the way Relic was added, ARR hunts are better than FFXIV hunts - so I actually use my Shiva mount more than my flying mount. Specializations are great for crafters, I guess? I personally don't craft and have mostly heard complaints, but have no real idea. The casual tier to end-game raids merely made the challenging content less desirable - this helped a lot for the non raiding community but was a huge hit to the raiding community.Quote:
The way we play our jobs has been completely changed with lv 60, we have flying, a crafting specialization system, FC workshops, and a casual tier to endgame raids, and then more of the things that were present in ARR (dungeons, primals, raid). I'm sorry, but I wouldn't call all that, as well as new zones, and the promise of adding more content over a steady basis "very little". Something I've noticed about the development team, however, is that they often have really cool ideas, but poor implementations of them, like hunts and the Diadem.
In terms of dungeons, with the level increase, we effectively lost more dungeons than we gained. Many dungeons became obsolete, and most of the new dungeons were between 51-59. We have 5 dungeons now for our end-game currency, vs the 17 we had at 50. This is to be expected, but we do have less in a sense.
The biggest addition would be the new skills obtained between 50 and 60, and this is debatable, but I find they again took away from the game. I went from enjoying the following jobs and worked to gear all of them in 2.x: BRD, BLM, PLD, SCH, WHM, SMN, NIN, DRG to enjoying the following jobs in 3.x: SMN, WHM, SCH. For me, the changes took away the fun of a lot of jobs, and now I have less reason to obtain tomestones for gearing, less reasons to run the 24-man to gear alts etc. etc. This, of course, is personal opinion and experiences will vary.
Right, it's true that it's a matter of opinion. I myself have enjoyed the lv 60 rotations of the jobs I've leveled to 60 so far (DRK, WAR, PLD, BLM, WHM, DRG, NIN) and I feel like they add more depth, but it's really a personal thing. The easiness of Alex Gordias Normal was something I was/am against when it came out, mostly because it doesn't have a "place". What I mean by this is that players that don't seek challenges at max level already have a "raid" for this (the towers and now void ark). Ideally, I feel like it should have functioned as a stepping stone for players that would like to get into raiding, but its difficulty difference compared to Alex Savage was much too big, so it ended up being content that was soon outclassed by the other casual raid (VA) in terms of rewards. I guess the only way to keep it relevant after that was to add it to the relic grind.
I feel like Alex Normal mode would have been best implemented if it was that of a difficulty of Coil, and kept Savage the way it was, that way appeasing players who don't seek challenges with like 90% of this game's other content, more midcore groups with Alex NM, and hardcore groups with Alex Savage. Right now, we basically have Thordan, A1S, and A2S at the difficulty of your average raid group, and A3S and A4S for the hardcore raiders, which is not a lot of content for raiders overall. I guess that Patch 3.2 is looking to remedy this by making Alex Midas Savage the difficulty of Coil content at the time of release, so that should appease many raiders that have been smashing their heads against A3S, or quit as a result, thereby bringing a healthy amount of players back to the raiding community, but it also means taking a bone away from the cutting-edge groups that pushed themselves to beat A3S and A4S when it was new content.
How could anyone enjoy 2.0 Blm over 3.0 Blm... My god was it a snorefest in 2.0 - Class was faceroll easy to play, even after mastering fire weaving. Enochian/sharpcast/leylines/fireIV/BlizIV have all made Blm so much more exciting and satisfying to play. Lets not forget the thundercloud buff <.<
I personally felt BLM was quite satisfying in AOE in 2.x. The nerf to flare and buff to SMN hit this quite hard. Then in terms of single target, I felt the rotation at 50 was a bit boring, but not bad. At 60, the rotation isn't boring, but it is the farthest thing from fun in the game (except maybe crafting).
Personal preference is all. I much more enjoy the lv 60 rotation, but the lv 50 rotation of BLM had a certain "rhythm" that the new rotation lacks. I'm not really sure how to explain it beyond that, but it's something you'd get a feel for and you'll know what I'm talking about if you played lv 50 BLM for an extended amount of time. I hope that they slightly rework the current rotation, mostly because I feel like it's a little counterintuitive that putting up your DoT (something that every other job demands that you do) is a DPS loss most of the time.
My main was Blm for the entirety of 2.0. But without a doubt in my mind, blm now is far more exciting to play. So I guess that's my preference lol
also astral fire duration is being increased to 12 seconds for 3.2
Greetings,
The wait is over! In Patch 3.2 it will be possible to dye the race-specific starting gear sets! These won't be new recipes, either! The currently existing race-specific gear will become dyeable after the update. If you no longer have your starter gear, never fear because you can purchase it again from the following NPCs:
- Limsa Lominsa Lower Decks (X:9 Y:11) Bango Zango
- New Gridania (X:11 Y:11) Maisenta
- Ul'dah - Steps of Nald (X:10 Y:9) Roarich
Can't wait to see what colors everyone chooses! :cool: