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  1. #31
    Player
    Izsha's Avatar
    Join Date
    Nov 2013
    Posts
    966
    Character
    Izsha Azel
    World
    Exodus
    Main Class
    Warrior Lv 80
    It's a different philosophy. At 1st I hated this games simplistic combat too, but I've come to see a lot of merit in their choice.

    The more complex a class is the harder it is to balance. If drg isn't competing with nin, make slight pot buffs and it's fine. In games with more elaborate combat systems, skill trees, player freedom, classed are forever in a state of imbalance and that really sucks the fun out of a game.

    SE has chosen to have simplistic classes, and exchange them for elaborate encounter design. This allows easily managed class parity, and unique encounters. In, say, ffxi, the jobs were all absurdly unique and had some special synergies, but fights were really extremely bland because any of the more unique fights immediately catered towards a subset of jobs with aligned strengths to the encounter.

    I have come to accept, and even embrace this new design model. Every fight is unique and memorable while jobs are all useful and playable, if a little simple. This also aids the game in hooking new players without confusing or overwhelming them.

    I have slowly come to really dig this approach. I would, however like to see boss AI mix things up a bit to take some of the 'boredom' out of played out contenr. But to SE'S credit they have slowly been moving towards more random elements. Shiva weapon swaps, newer dungeon bosses like vigil HM final boss and a bunch more in recent patches. They are starting to toy with the idea of randomization and i think if they can continue intelligently down that path, this game will be quite a ride in the long run.
    (4)
    Last edited by Izsha; 02-12-2015 at 09:21 AM.

  2. #32
    Player
    Sylkis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    613
    Character
    Sylkis Tea
    World
    Sophia
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Izsha View Post
    It's a different philosophy. At 1st I hated this games simplistic combat too, but I've come to see a lot of merit in their choice.
    I would agree if this was a 1-8 player game - it would be quite good. But in an MMO replay value is an issue...

    MOBAs are forever in a state of imbalance, but I think they are doing pretty good. Same with PvP in other games.
    (2)

  3. #33
    Player
    Izsha's Avatar
    Join Date
    Nov 2013
    Posts
    966
    Character
    Izsha Azel
    World
    Exodus
    Main Class
    Warrior Lv 80
    It is a 1 to 8 player game! If you raid anyway :P

    MOBA s are a different animal. Your class sucks? You can change it the next match in 10 min. They have hundreds of Champions but only a handful relevant at any time. If you apply that to our jobs you'd have half the classes benched and that doesn't work in an MMO. All classes need to be viable. MOBA s can afford to have 80% of their classes suck and it's not a detriment because balance is based on player skill because it's pvp. Players create balance. In pve mmos all classes must be playable against the environment or you get a really angry playerbase. Game designer creates balance.
    (2)
    Last edited by Izsha; 02-12-2015 at 09:34 AM.

  4. #34
    Player
    kyuven's Avatar
    Join Date
    Sep 2013
    Location
    Ul'Dah
    Posts
    2,130
    Character
    Chen Kotomi
    World
    Adamantoise
    Main Class
    Archer Lv 90
    "Opportunities" basically means you want optional mechanics. This...kinda already exists. For example, the rocks in Garuda HM are now considered "optional." The pillars in the Fenrir fight are technically optional, as you can survive without them.
    Fights are actually scripted to include these, such as, using garuda as an example, using the shield from the spiny plumes to survive garuda's attack. Or hell literally everything about the cerberus fight.Your example is...well, having an ability that places a DPS at the top of the hate list is an absolutely horrendous idea from many different standpoints, as that's basically a Provoke, and is open to a TON of abuse. Developers must be very careful adding these skills, or else you create...
    Well, to give an FFXI example...you run the risk of creating something akin to NIN/WAR Blink Tanks.
    While that sounds interesting, it makes design a nightmare.
    And there already are many bosses with "opportunities" to completely cut loose on DPS. For example, t10's boss does nothing after the adds go down before it throws out its big AOE. During this time, the tanks and healers can switch to their DPS rotations, and the DPS can cut loose since they don't have any mechanics to dodge. It's during this time that a lot of MNKS, NINs, DRGs, etc. use their potions since they can maximize DPS.
    There's also cases where some classes are given special options for avoiding mechanics, especially ninjas and black mages. For example, both of them can effectively ignore the Avalanche ability from Shiva by using Manawall or Perfect Dodge. In addition, MNKs, NIN, and DRG have options for dealing with the frozen floor in that fight. Not to mention how many things can be mitigated or avoided with skills like Repelling shot.


    Quote Originally Posted by Sylkis View Post
    A rotation didn't exist, only general knowledge about which decisions were better.
    that just means you have more rotations, not getting rid of rotations.
    In X situation i use Rotation A, in Y situation I use Rotation B.
    To use an example, in EQ1 and many other, older games, resistances and vulnerabilities were a thing. This usually meant you had to use another skill from a massive pile of skills. Rotations still existed, there were just more of them and they lasted a lot longer.
    Again, rotations DID exist, they were just adjusted to a particular type of fight rather than a universal one for a given class.
    This was an implementation nightmare, and had the consequence of requiring more skills for every class to the point a the 255 spell limit actually had to be raised.
    And few of those spells saw much real use.
    (1)

  5. #35
    Player
    Kazumac's Avatar
    Join Date
    Aug 2013
    Posts
    385
    Character
    Kha'tan Moapaln
    World
    Leviathan
    Main Class
    Arcanist Lv 67
    It is a turn off to a lot but benefit to some. I am not bothered by the simplicity as I can focus on other aspects. It has also been great that it is at the right level for my wife who is a non gamer prior to this. The entry barrier was very low. Now I do long sometimes for a more exciting combat experience (loved Tera for that reason... Hated it for everything else lol). But also on the flip side this game is more relaxing to play in some ways due to not having to fight with difficult job designs and mechanics. I guess there are pluses and minuses. All in all I'm happy with it for what im looking for right now.
    (0)

  6. #36
    Player
    QiLymePye's Avatar
    Join Date
    Dec 2014
    Location
    Ul'Dah
    Posts
    312
    Character
    Bloody Knuckles
    World
    Lamia
    Main Class
    Archer Lv 50
    I can understand where the OP is coming from. There needs to be more to the game play. Yes its simple and its ok, but it does leave much to desire. And personally, it really involves little thought. Like OP said, its just about memorizing 1 or 2 rotations. nothing more. This is the first game I have played online where people tell me i need to watch a video to learn a fight, not because boss has lots of attacks that are random, but so I know when they are going to happen and such? what? theres no challenge once you learn the fight. As a matter of fact, its more challenging going through lower lvl content with new people than most of the higher lvl content with experienced high lvl players. All of these "Hardcore, end game elitist" who say most players don't know how to play and should learn their job and such...you choosing to go and look at a friggin video to memorize not just the type of attack, but the order in which attacks happen does not show skill.

    Do you know how SE can improve difficulty of this game? Make boss AI better, put the damn RNG they have in this game to good use and stick it on Boss and mob attack patterns. That would increase difficulty. Im tired of fighting the same boss in the same fight the same way and the only way it differs is if the party has someone who is either new, can't dodge. And as soon as that happens......most of these "elitist" rage quit. Yeah...skilled players...right....
    (2)

  7. #37
    Player
    kyuven's Avatar
    Join Date
    Sep 2013
    Location
    Ul'Dah
    Posts
    2,130
    Character
    Chen Kotomi
    World
    Adamantoise
    Main Class
    Archer Lv 90
    Quote Originally Posted by QiLymePye View Post
    Do you know how SE can improve difficulty of this game? Make boss AI better, put the damn RNG they have in this game to good use and stick it on Boss and mob attack patterns. That would increase difficulty.
    Losses due to not knowing mechanics are annoying, but acceptable.
    Losses due to RNG are infuriating.
    There are already bosses that have RNG in their attack patterns. Such as t10's final phase. Or Savage t8.
    The problem is you need to balance RNG usage with actual skill. If you use RNG for boss mechanics, there will end up being victories due to luck, not actual skill. Employing patterns means that the victories are legitimate. Thus, the RNG is never used more than between a set of mechanics tested to actually be doable. For example, target selection for t10's prey, Scylla's tethers, most of t9's mechanics, etc.
    (1)

  8. #38
    Player

    Join Date
    Dec 2012
    Posts
    1,132
    Quote Originally Posted by QiLymePye View Post
    Do you know how SE can improve difficulty of this game? Make boss AI better, put the damn RNG they have in this game to good use and stick it on Boss and mob attack patterns. That would increase difficulty.
    Unless by difficulty you really mean being at the mercy of rng, no, it wouldn't increase difficulty.
    (0)

  9. #39
    Player
    aisustrong's Avatar
    Join Date
    Dec 2014
    Location
    limsa
    Posts
    407
    Character
    Aisu Strong
    World
    Ultros
    Main Class
    Marauder Lv 60
    learn to man mode warrior
    or stance dance manual micromanage scholar
    (0)

  10. #40
    Player
    QiLymePye's Avatar
    Join Date
    Dec 2014
    Location
    Ul'Dah
    Posts
    312
    Character
    Bloody Knuckles
    World
    Lamia
    Main Class
    Archer Lv 50
    No. not complete RNG for every attack, but add more than one attack pattern. Like make it so when you are instanced, the bosses have three different attack patterns that proc at start of duty, so every time you start duty your bosses get one of maybe three different attack patterns assigned during the duty. thats what i mean. add something just to make it random, not more difficult in skill but make it so less chance of getting bored doing the same fight the same way every time.
    (0)

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