This is similiar to the titan issue peopel complained about and yoshi told us to zoom out our cameras. Mudra lag is a thing and its annoying.
I agree wholeheartedly with the idea of an in-game rotation tutorial/class for the respected jobs. Doesn't even have to be meta-based or even required. Can be 100% optional.
Tooltips only tell you what the skill by itself can do on a basic level. The issue is with people not knowing when to use said skill and how combo-ing certain skills together can improve on what you're doing.

Back in my day, we learned the hard way. I remember my first raid back in TBC in WoW. I got kicked after the boss because my dps was awful. Guess what I did? I went to the 5 million forum posts and read a post on how to play my class.
The information is there. If they don't read a forum post, they won't listen to a guild master tell you what buttons to push. They won't look at their integrated parser and realize they need to improve. Anybody is capable of being decent at MMO's. It's not like you need to be some sort of super human athlete to pull competitive DPS. It's the attitude. Shit players are shit because they don't care to get better.
Kick these players from raids, and maybe they will learn when they stop clearing content. Until then, it's working for them, why change?
I did Maat fight with MNK, and it taught me through trial and error to push burst damage in a short time. It was a good learning experience. Also The Secret World had a gatekeeper solo fight before you could enter the hard versions of the dungeons. The fight was different depending on which role you did it in. DPS, tank or healer. Really pushed you as Maat did. A solo trial before hard content would be a good addition, can't get past? Can't do hard content. #as a bonus would wreck Mercs customers XD.There are times when I think having a XIV successor of Maat wouldn't be a bad idea. Better implemented of course. Someone who follows your progression and helps train you in specific conditions, eventually leading up to a very solid fight that encompasses all that you learn.





I think tutorials would be awesome, both as a friendly way to keep players "in game" and teach and as well let people know what SE intended vs what is happening - sort of gives people a reference (not that doing something else would be bad, but it could be telling of balance intention, future, and set -some- expectation).
Also I think it could be a good idea to require successful completion of some of these loretorials, would improve the quality of DF by reducing stress on both learning players (have a better idea of what to do with their self, so they can focus on the strategy of the fight) and players who are experienced by playing with generally more prepared players. And if someone was slacking off on a mechanic of their job, at least you knew they know how to play it and were refusing to do it just because. Of course for MSQ this should be optional and non-required. The intention is not to make it "hardcore or git" but to make everyone happier.... Maybe it's too wishful or costly for development (each job/archetype requiring a serious of increasingly thoughtful tutorials that lead to well prepared players).
The current job quests, imo, are backwards by the fact they give you the ability at the end rather then at the beginning and teaching you how to incorporate it.
Combat has too many things to micromanage.
I'm quite happy dumping all my skills into one or two macros and just spam clicking those buttons throughout the fight. Sure, it may suck for dps. But, I don't care; I'm not a min-maxer.
Indeed, you are not a min-maxer, but you aren't even remotely trying to be somewhat usefull to whatever group you end up in.



If people already don't read tooltips or do guildhests, what makes you think they'd use tutorials? The tools to learn how to play your class are right there; the problem is that the majority of the players don't care enough to use them.

Actually the problem is that this game is 85% solo, so when you get a new skill, if it doesn't fit your rotation while you are soloing, then you will not use it as often. Thats why I laugh at people who say BRD is support. What songs are you singing when you solo? Swiftsong? lol. So these players go through most of the game not knowing about which situations to use said abilities because they don't encounter those situations until endgame. The solution, IMHO, to fix at least half of the problems in this game is to either make it more difficult to solo, or add more group play at lower lvls. One of the best ways to teach someone is firsthand experienceThe rotation-guides could help , sure, but i think the main problem with the bad players is that they dont even read the skills description or think a bit about them, for example with nins, i've seen plenty of them not using ta and when i ask why not they say you cant use them if your not invisible , sure they're right about that but you can get there by using suiton, but sometimes i think they only look at the potency and think , raiton for ninjutsus for example, its the highest potency so i need only that one ( and many not even cast huton) same goes for dots / slashing debuff
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