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  1. #61
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Speeral View Post
    Poorly designed generalist? Well let's talk rdm for a minute.

    <snip>
    Your attempts to justify the class' state by naming a bunch of solos (that should and would have been nerfed under any rational developer team) and lowman attempts simply show how clouded RDM's image is to some. The class is a hybrid with multiple roles available to them. Except that in the party-based game that was FFXI, this meant nothing because people needed heals and the class was further boned by Refresh being on its spell list because no one had an inherent way of regenerating MP. Instead of changing RDM to better fit a chosen role within a party (a RDM choosing to play like a melee DD in a party and being beneficial, a RDM choosing to heal and being beneficial, a RDM choosing to nuke and being beneficial), SE decided to trash the RDM concept and turned it into a enfeebler whose real value was Cure, Haste and Refresh in party play, AKA the play style that the game was built upon.

    The solos don't and have never mattered, because the game was built from the groun up on partying. Yes, there are individuals who talk about the devs' own innaction to oversights in design as if it were a feature of the class when in reality it simply perpetuates a problem and creates more the further we go along. And as long as RDM is still a cure/refresh/haste bot in party play, my point will continue to stand.

    We can speak about SMN.

    <snip>
    HNM somehow made it alright that you could do nothing to level SMN short of playing as /WHM (not even SMN/WHM) for 70 levels until you got the lv70 blood pacts? And the fact that scaling for Blood Pacts was horrible until they actually decided to help those scale with Summoning Magic Skill? Broken ways of skilling, the still-broken spirits, not to mention how long it took them to realize how asinine it was to have a universal timer on Blood Pacts, leading to the split of Rage and Ward? The job was a joke below 70 except under the effect of Astral Flow. That doesn't say "proper design" to me. The more I look at it, the more I realize that this job got boned by player dynamics because of how it was designed and now close to a decade after the game was released it is finally starting to look like it should have right out of the box on launch day.
    Take exping most payers do not like it hence they want to do it as fast as possible and get to the content where ever it resides, mid game/end game. So in exp pt's most parties were fairly open to getting any job once they filled certain roles tank/heal/buff/nuke pre ToAU, post TOAU there was fast DOT melee, healer, buff was what players looked for to get maximum exp in minnimum time.

    Even in XIV everything is fast and less grindy over all compared to xi, but to bring back systems that made the monotony of grinding a little more fun is not a bad thing. Also in XIV there is much less strategy, much stronger pc's, and weaker mobs making sp'ing very easy and worth doing between resets. But why bother when we are still waiting until the meaty content comes? right now unless you really want to you don't need strategy to kill stuff fast and efficiently while using resource management.
    There's an actual psychological take to why I say what I say. People are less prone to be in a hurry when there's no visual cues to cause them to hurry along. The chain timer nagging at you constantly is what in part created that "go go go-!" mentality, and this is not helped by the fact that if wearing your underwear on your head out in public gave you a 5% bonus to exp certain players would do it just for efficiency's sake. I'd rather exp per hour be affected entirely by how players pace themselves over focing everyone to set themselves to the exact same metronome mark just because it gets them more exp/hour due to chain multipliers. The sense of urgency in gaining exp is not really necessary (and in my case, completely unwelcomed).
    rdm anything and you'll see rdm was not a poorly developed job
    Read my signature.
    Quote Originally Posted by Bayohne View Post
    Spoke with the dev. team about the discussion going on here regarding SP/EXP chains (and your ideas behind them). They wanted me to relay to you that there are plans in place for chains, but the specifics will be looked into once the main battle adjustments have been made.
    Oh well. I can only hope they come up with something better than the system in XI. I liked people not being complete efficiency mongers for once.
    (0)
    Last edited by Duelle; 05-13-2011 at 05:59 AM.
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  2. #62
    Player
    Sorel's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    703
    Character
    Sorel Evans
    World
    Ragnarok
    Main Class
    Blacksmith Lv 38
    Quote Originally Posted by Delmontyb View Post
    Fantastic!!! Thanks for the info and it looks like we will be getting some chains! Woot! I hope they give them a nice visual boost... Also, looking forward to all the updates and changes they have planned after the battle system is done...
    We won't be getting them soon, mind you. They are only in the "planning" stage. They may never get to the development or implementation stages.
    (0)

  3. #63
    Player
    wind's Avatar
    Join Date
    Mar 2011
    Location
    Limsa - Balmung
    Posts
    145
    Character
    Wind Oni
    World
    Balmung
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Silent View Post
    Good news as usual
    Bayohne, you posted yesterday stating that "something is coming". What exactly do you mean by this? You got my curiosity taking me all over the place with ideas! Maybe the Instances info being posted, or the battle adjustments being posted. Maybe even both. I'm curious now!
    Think it was in reference to Prestige post asking 'PLEASE give us somthing' inside the "No New Dev Teackers" thread. Almost immediately after Bayohne had just explained that it was golden week and that caused lack of communication between the mods > devs. Think it was half joking/serious by Bayohne.
    Bayohne's been owning as of late though, the recent posts have had a lot of humor and you kinda need to have that to deal with the majority of people on these forums.

    Keep up the good work Bayohne
    (0)
    Last edited by wind; 05-13-2011 at 06:55 AM.

  4. #64
    Player
    Xquiel's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    450
    Character
    Xquiel Kun
    World
    Hyperion
    Main Class
    Weaver Lv 50
    Quote Originally Posted by Bayohne View Post
    Spoke with the dev. team about the discussion going on here regarding SP/EXP chains (and your ideas behind them). They wanted me to relay to you that there are plans in place for chains, but the specifics will be looked into once the main battle adjustments have been made.

    One foot after the other, as they say!
    second cool new of the day! , i'm glad SE still improving and not copying FFXI!!!
    (0)

  5. #65
    Player
    Nuru's Avatar
    Join Date
    Mar 2011
    Posts
    2,141
    Character
    Atehki Mejastra
    World
    Sargatanas
    Main Class
    Arcanist Lv 60
    Yeah, its pretty cool that we get to shape a few ideas into the game, whether or not they are completely ours or just a little. However, I am also sure that they will be careful of what to implement and what not to implement. We're not looking at trying to get to Rank 50 as fast as we can, we do like some sort of goal while grinding though, except the part where you level up. :P
    (0)

  6. #66
    Player
    Davorok's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Duh
    Posts
    640
    Character
    Davorok Byrmwilf
    World
    Excalibur
    Main Class
    Gladiator Lv 52
    How about Individual Chains based on consecutive, successful Spells that Mobs are weak to but broken when a Spell is resisted.

    and

    Individual Chains based on consecutive, successful Weapon Skills through The Art of Incapacitation
    and Damage to Body Parts but broken when a WS misses or is evaded.

    Speed is not as important as accuracy, timing and knowledge of enemy weaknesses. Basically just add SP/EXP Bonuses to an existing system which some may be unaware of. It's actually pretty cool. I have fun with it on my Archer, anyway.

    Check it out in the Battle Regime section on Loadstone here: http://lodestone.finalfantasyxiv.com.../battle02.html
    and Bonuses for successful, consecutive Battle Regimes would probably be cool too, although I have never done one...

    ...if fact I have never even PT'd outside of Behest. (You really need to force people like me to Party).
    (0)

    Papa was a rolling stone...wherever he laid his barbut was home.





  7. #67
    Player
    Meph's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    293
    Character
    Meph Nergal
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Xquiel View Post
    second cool new of the day! , i'm glad SE still improving and not copying FFXI!!!
    Agree!
    I would also love to go to a 'camp' with my party and fight monster at one spot (i dont care how they do it and i dont want a copy of FFXI). The reason for that is that i dont like how it is atm. As DoM it is terrible to heal, because the party is running from one mob to the next and everybody stand in different positions and not close enough. Buffing is nearly impossible without calling everyone to one spot ...
    Imho for more tactic fights i would love to see ppl more focusing where they stand and where the monster is...

    P.s.: Sorry for my bad english -.-
    (0)
    Virtus LS - Ragnarok

  8. #68
    Player
    Nuru's Avatar
    Join Date
    Mar 2011
    Posts
    2,141
    Character
    Atehki Mejastra
    World
    Sargatanas
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by Meph View Post
    Agree!
    I would also love to go to a 'camp' with my party and fight monster at one spot (i dont care how they do it and i dont want a copy of FFXI). The reason for that is that i dont like how it is atm. As DoM it is terrible to heal, because the party is running from one mob to the next and everybody stand in different positions and not close enough. Buffing is nearly impossible without calling everyone to one spot ...
    Imho for more tactic fights i would love to see ppl more focusing where they stand and where the monster is...

    P.s.: Sorry for my bad english -.-
    I think we can get a sense of where the direction of FFXIV is going when the new battle system is released. If the demand calls for this, then it will most likely be implemented in its own way. It does sound a lot like FFXI, and we don't want to have to go through that again. I don't mind the running around, but when the battle system comes, I think the positioning will be more stable for you mages out there ^^
    (0)

  9. #69
    Player
    Teknoman's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    1,142
    Character
    Teknoman Blade
    World
    Ultros
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Meph View Post
    Agree!
    I would also love to go to a 'camp' with my party and fight monster at one spot (i dont care how they do it and i dont want a copy of FFXI). The reason for that is that i dont like how it is atm. As DoM it is terrible to heal, because the party is running from one mob to the next and everybody stand in different positions and not close enough. Buffing is nearly impossible without calling everyone to one spot ...
    Imho for more tactic fights i would love to see ppl more focusing where they stand and where the monster is...

    P.s.: Sorry for my bad english -.-
    Basically they need to focus on bringing this back:

    http://www.zam.com/Im/Image/159900.jpg

    Party positioning and making attacking enemies from different angles/positions truly beneficial. Also more enemies with the possibility of debilitation.
    (0)


    "There are many difficult times ahead, but you must keep your sense of humor, work through the tough situations and enjoy yourself".

    http://neogaf.guildwork.com//

  10. #70
    Player
    Meph's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    293
    Character
    Meph Nergal
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Teknoman View Post
    Basically they need to focus on bringing this back:

    http://www.zam.com/Im/Image/159900.jpg

    Party positioning and making attacking enemies from different angles/positions truly beneficial. Also more enemies with the possibility of debilitation.
    Thats exactly what i mean ^^
    (1)
    Virtus LS - Ragnarok

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