There is a difference between using time having fun, and wasting it in frustration because people can't be assed to pull their weight. cough BisEx cough (never stepping into that again)



The thing is that Steps of Faith would have been perfect as the opening fight in a raid dungeon (imagine a raid where you're invading a dravanian stronghold and the first encounter involves your raid protecting a seige vehicle being slowly wheeled in), NOT as an trial required for access to expansion content. The amount of coordination needed pre-nerf was trivial to some, but it made the difference between a clear and bashing you head against a spiked wall.
* 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)
Just try to take into consideration the difference between people trying and failing vs. those who don't try. Because EVERYONE assumes that they just don't try.

Just add a filter to duty finder for this please. Players that want to casually play this game have the right to. They should not be stressed out while progressing the story. Once they hit content that is optional it is another story. As a kid playing nintendo games I'm sure I didn't set any high scores, but I still beat most of them and had fun doing it. Playing Contra I wouldn't be swearing up a storm if my friend on controller 2 wasn't "good", I'd laugh my ass off. Somehow when you add an online element to that equation people get way too serious.



Yeah exactly! I really hope they reconsider adding content like this..it would really help overallThe thing is that Steps of Faith would have been perfect as the opening fight in a raid dungeon (imagine a raid where you're invading a dravanian stronghold and the first encounter involves your raid protecting a seige vehicle being slowly wheeled in), NOT as an trial required for access to expansion content. The amount of coordination needed pre-nerf was trivial to some, but it made the difference between a clear and bashing you head against a spiked wall.![]()

People who wanna speed run can do that already, and this has been said again and again.
I wonder why people don't listen when they're being told to bring their friends and go with their own party.
We other players are not tools for your satisfaction.
Your freedom ends where mine begins.
I do, but I'm not going to give someone who's pulling sub 400 DPS the benefit of doubt (I've had several DPS perform at that level when making my own parties), but in the end, I just kick them after a few runs of telling them if they can do better. Someone might say give them some tips, but how am I supposed to do that when I've never touched the class, I've met a NIN in BisEx and he was pulling the worst DPS, so after we disbanded the party I gave him a few pointers and links to tutorials, he seemed appreciative but whether or not he took the advice, I don't know. I understand there are some situations where you'd be incapable of pulling 1,000+ DPS, but I'm not expecting that of people in content I do. It's blatant when someone is not trying, and if for whatever reason you really can't pull your weight, I advice you don't be a burden on your team and cough up some gil for a carry or something.



There also comes a point however, where someone trying really hard but still not making the cut just becomes too much to bear.
For example, I was healing a Brayflox NM group with a tank that couldn't seem to understand he wasn't supposed to eat the Dragon's Breath attack or would only start moving until it was too late. We wiped twice before we started trying to coach him, wiped another four times before we started to lose patience, and on the 11th wipe we kicked him and looked for a new tank. We finished the dungeon with only minutes to spare on the timer.
According to him he didn't have any internet problems or anything either, and he hadn't appeared too in earlier parts of the dungeon, just the final boss.
You need to be productive in your attempts in some fashion or another, be it learning from your mistakes or overcoming your problems/weaknesses. Trying and failing with no improvement when others are depending on you is not praise-worthy or justified in a group activity unless you enter with a group who is aware of your issues and is willing/able to carry the extra weight.


Ima be honest. If SE did away with regular mobs in dungeons and left only the minibosses and final bosses. I'd be ok with that, infact, I'd prolly enjoy doing dungeons more... If we wanted to zerg mobs we would just go do fates anyway.
Edit: only real problem with that I guess would be XP but bosses could give significantly more.
Yes and no.I wouldn't say this is all the community's fault...the devs are at fault too. Remember the whole Steps of Faith thing? They need to put more middle ground content in stuff and make people learn their stuff or just don't progress.
Then again I am kind of confused what OP is saying...
Steps of faith wasn't just content it was part of the main scenario quest line lol it might have not been bad to some of us but to others it was almost impossible and locking them out of progression and that is a big no no everyone has to be able to progress in the MSQ story line...
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