Give us more varied content to sink out teeth into for all ranks 1-50, so we actually have a reason to log into the game instead of bitching on the forums.
Give us more varied content to sink out teeth into for all ranks 1-50, so we actually have a reason to log into the game instead of bitching on the forums.
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fix the broken stats and mechanics as well as give THM back the ability to heal so that CON, the job with the most dmg spells, can actually do something other than heal in parties...
Healer strike is ridiculously foolish and accomplishes nothing
Yes.
No. THM is clearly better at dealing damage than CON. It was originally intended to be this way too, based on initial class descriptions.
THM and CON are clearly separated and unique in their own right now. THMs can heal well, and CONs can damage well. Just each are more effecive in one compared to the other. No need to change this whatsoever.
Healer strike is ridiculously foolish and accomplishes nothing
Because classes are not jobs. A CON is more proficient at it, but it doesn't mean it was made to heal and only heal. Just like a GLA is proficient at tanking, and a PGL is as well but they weren't made to center around tanking.
We as the players have cross classed skills effectively, and selected which class to use them on to take on party roles such as tank, DD, debuffer, healer and such.
No class was designed just to play one specific role in a party. That's why Jobs are being implemented. They are going to lessen the need to cross class, and have players able to chose definitive party roles.
The thing SE can do to silence the critics? Get their userbase back over 200,000(atleast) users and keep it there for a few years. Anything less than that is a total failure. I dont see them getting anywhere close to that number before PS3 release and depending on how good the upcoming content/UI changes/job changes/Auction house addition shape up I dont think they will keep that ammount of subscribers for any signifigant period of time.
I have 8 crafts at 50. All I did was watch T.V. and spam standard for easy mode synths. Enjoy leveling those crafts in 1.19 and beyond everyone!
I'm impressed that you wrote such a long response to me. I know it must have taken a long time to add all those tags. I will do the same in my response to you. I don't have time to read everything in this thread but I will respond eventually to it all.
We seem to have some fundamental misunderstandings. I'm not trying to be rude, but you may want to consult a dictionary.
This definition is in no way representative of the concept "trade-off". What you have defined is a trade-off to you, which is only useful to yourself and probably shouldn't be mentioned in conversation to other people. Let's have the American Heritage Dictionary define trade off for us: "An exchange of one thing in return for another, especially relinquishment of one benefit or advantage for another regarded as more desirable"
http://www.answers.com/topic/trade-off
I'm not trying to make you feel bad but let's get out the dictionary once again:
anecdote: brief narrative of a particular incident. An anecdote differs from a short story in that it is unified in time and space, is uncomplicated, and deals with a single episode. The literal Greek meaning of the word is "not published," and it still retains some such sense of confidentiality.
http://www.answers.com/topic/anecdote
Hopefully the basic concept is clear now. An anecdote may or may note be factual, just as anything may or may not be factual - but in this context an anecdote is an account of what happened in-game.
This statement shows some puzzling logic. Do you think that party description of GLA/CON/ARC means those are good players or capable players? I wonder why you would think that. All of the players of classes are on average of equal skill level - this skew to these 3 classes is because of game environment changes. It's due to the changes in the patch. Specifically, the Gladiator is the tank, the several Conjurers are there because of the increase in MP costs, and the Archers are there because they don't get hit by close range area of effect attacks. Why are these last 2 things so significant? You'll notice the changes in the patch to MP cost. The increase of MP means now there are 2-3 less spots for other classes because a party needs that much more MP just to stay alive. The proliferation of Archers is also due to MP costs. Since the (three to four) mages (still) don't have enough MP to cure 3 melee range classes, they are absent, with Archers replacing them. The moral of this simple story is that because of one change (MP cost) you lose about 6 class spots in a serious party.
On another note, I'm puzzled by why you assumed that just because those classes (GLA/CON/ARC) were mentioned that SE might have playtested the dungeon with them. You must have linked the fact that they are the "best" setup with SE's top-notch testing. In fact, it's the opposite. The dev team tested the dungeon with all the classes, as one would expect, but the playerbase follows the path of least resistance. In other words, the playerbase responds to the game environment. The dev team changes the environment, and the water flows in the shape of the riverbed they designed whether they designed it on purpose or not. The testing process is too limited of scope - that's why it can't detect what the playerbase will do. The dev team wasn't smart enough to see the outcome of what they were changing - because they would not intend for a 3 class emphasis to appear in the player base. This is something they have to change. Think of the riverbed analogy. They have to re-carve that shape so the water will flow correctly.. not into 3 classes.
The website description doesn't show why many leveled Thaumaturge as a main healer. The website also says miners can help parties in combat.
Thaumaturge has a conal aoe. When it cast heals, they had a longer range than Conjurer and would travel out from the Thaumaturge to players at all distances between the monster and the healer. A Conjurer cure spell would only radiate a short distance around the target. It makes more sense to keep distance from the enemy and heal all the players in the party instead of just some. That is the reason.
The point of relevance here is that previously, guildleves as representing solo content were set up so that you could complete the objective without waiting to heal. They have slowed down. People have a problem with it because soloing is already slower than party play - it's like going from bad to worse.
The problem I see with the R30 Lancer ability being a must-have for tanking is that nothing about that ability made it the dominant ability before this patch. It's just the random changes to the enmity system that made it stand out. The problem is that you can't go messing around with the game environment without checking to see the unintended effects en masse. Do you really think the dev team intended that ability to be more powerful than Provoke? No, they didn't. It's a coincidence. We need less coincidences when it comes to the enmity system.
Yes it is, you're exactly right. You don't see the burden as being on the dev team because you see that the initial contact of a certain build of class is with other players. Consider the view from the top-down. It should be obvious because of how dramatic the change was with the patch. It may seem unrelated to you, but the values the dev team chose for the MP costs are the cause of player behavior. It motivates people to see Conjurers as main healers.
This statement is irrelevant because there is no real hybrid build of Conjurer - its abilities are a combination of black magic and white magic. There is no precondition because existing as a Conjurer is a hybrid makeup.
I dislike Glenn Beck very much.
Again we can see some logic that got off course. You are taking the thought "forgot about the rest of the game" and comparing it with all the new stuff you see that isn't an instanced raid. That might not be the most.. ..fruitful path to go down. My meaning was that they forgot about the rest of the battle gameplay outside the raid instance. This should be pretty obvious by now if you consider the whole picture of battle gameplay.
Of course I'm sure. I think the case is built pretty well, except that I never said "temporarily". These changes are permanent and of course, subject to small tweaks if the dev team is left unchecked.
No, it means that the dev team will make raids for the forseeable future that mirror Darkhold - they aren't going to change what works for them every time they introduce a new raid.
And it is here that we must, unfortunately, return to the dictionary:
arbitrary: Determined by chance, whim, or impulse, and not by necessity, reason, or principle
http://www.answers.com/topic/arbitrary#ixzz1TIORXzps
Factual information it not excluded by something being arbitrary. Facts inform decisions as always. In this particular case, it's the facts of the Darkhold. This is an arbitrary fact, because the Darkhold is like 1% of the battle gametime in FFXIV. I'm a firm believer that actions affecting other people should fall into the category of "by necessity, reason, or principle" and not "determined by chance, whim, or impulse." Just because they put a dungeon in the game it shouldn't throw off the balance for the many other cases of fighting while soloing, grinding, etc etc etc.
You are missing something, and it's that the majority is irrelevant to this discussion because there is no need for anything about this patch to be unpopular. This patch should have been universally praised.
Let me see if I've got this right. You think that because survey respondents (even a majority?) desired party play that now solo play should be difficult and time consuming? First of all, I'm sorry to hear that. Secondly, there is no need for solo play to suffer. Before this patch I would describe both playstyles as fun and engaging in different ways. With good decisions the dev team can ensure that both are lively and exciting.
It's not like that at all. In solo play you're using MP on one person, yourself, and in a party you're using MP on 8 people. If you are having issues soloing what does that tell you about party play? Come on man use your head on this one. I wasn't talking about ether - I was talking about drinking something that makes you sit down and your mana refills over a period of 20 or 30 seconds. And with any luck a future patch will contain something like that - because of my suggestion and the suggestions of other players.
I have to assume that your desire to appear to have had the insightful view on my statement has taken precedence over a comprehensible reading. There are many cases of party play mentioned, world NMs, grinding, guildleves, and dungeons. Guess which one may have been slightly skewing the results.
Also NQ Ethers only restore 50 MP and there is a medicated effect from using them so they are not even remotely useful.
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