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  1. #41
    Player
    Critical-Limit's Avatar
    Join Date
    Oct 2015
    Location
    Ul'dah
    Posts
    570
    Character
    Xizzy Azenith
    World
    Zalera
    Main Class
    Monk Lv 80
    Quote Originally Posted by Jynx View Post
    I feel there needs to be more situational use of abilities and less rotation management.

    If they do it smart they can still reward skilled play just the type of skill will move from rotations to smart use if synergies and ability use.

    I can do a rotation just fine I just don't find it fun. I'd rather be looking to exploit the enemies than to follow my scripted rotation.
    If be fine with this if they make trash more than just shiny ground AoE over and over.

    Like an actual purpose to slow, one ilm punch. Maybe a defense breaker, crab casts hardened shell, and takes 80% less damage. Use that defense breaker and it removes it.

    Then I'd be down for that.

    As long as I'm reacting to something than just floor lights.
    (9)

  2. #42
    Player
    Kaiyoko's Avatar
    Join Date
    Mar 2011
    Posts
    194
    Character
    Kaiyoko Star
    World
    Sargatanas
    Main Class
    Lancer Lv 80
    Quote Originally Posted by PArcher View Post
    The biggest problems with them for me is they have the exact same effect, just a different positional, and it's a random proc. Make them have different effects and have one proc off chaos thrust and the other off fill thrust and they can be two different skills.

    But your idea is good if they stay the same.
    If they add a special effect for either ability it will require them to remove the random proc (as you'd like), you wouldn't want a situation where Wheeling Thrust produced a dot on your 1st 4th combo and then on the 2nd you RNG'd Wheeling Thrust again if the dots were clipping because you would run into an issue where you lose potency from the dot. If the RNG stayed it would create noticeable inconsistencies with the DPS being output.
    (2)

  3. #43
    Player
    Thayos's Avatar
    Join Date
    Mar 2011
    Posts
    601
    Character
    Thayos Redblade
    World
    Hyperion
    Main Class
    Gladiator Lv 80
    Not on the topic of button mashing, but I also found it interesting where Yoshi-P talked about horizontal growth. He didn't appear to be talking about endgame, though... seemed to be talking about the early and midgame, as to keep the game inviting for new players.

    Did anyone else interpret that the same way?
    (0)

  4. #44
    Player
    Sandpark's Avatar
    Join Date
    Sep 2013
    Posts
    744
    Character
    Kronus Magnus
    World
    Midgardsormr
    Main Class
    Summoner Lv 70
    Quote Originally Posted by Thayos View Post
    Not on the topic of button mashing, but I also found it interesting where Yoshi-P talked about horizontal growth. He didn't appear to be talking about endgame, though... seemed to be talking about the early and midgame, as to keep the game inviting for new players.

    Did anyone else interpret that the same way?
    Hi btw Thayos!

    Yeah I did. I would welcome it. As fun as it is reaching the pinnacle, I enjoy alternate ways to progress when starting over. That is what I think he was talking about but was sort of vague.

    Look at him. He looks happy and vigorous. I've seen him at times look mentally drained.

    (0)
    Last edited by Sandpark; 08-26-2016 at 03:53 AM.

  5. #45
    Player
    zosia's Avatar
    Join Date
    Sep 2014
    Location
    Gridania
    Posts
    581
    Character
    Zosia Twinrova
    World
    Cactuar
    Main Class
    Scholar Lv 70
    This interview made my stomach churn.

    I really don't get this idea of closing this "gap" between player skill levels. Is SE's goal just to homogenize performance? Everyone already gets raid equivalent ilvl gear to keep the gap as small as possible, now we are going to lose rotational depth to further shrink an already small gap?

    I just don't get it, why keep shrinking the gap? What's the point? If SE always caters to the lowest common denominator, and they want to shorten the gap between the skill ceiling and floor, does that mean this game's skill ceiling is moving closer to the floor (the lowest common denominator)?

    This interview made me legit sad...
    (10)

  6. #46
    Player
    aesteval's Avatar
    Join Date
    Jun 2015
    Posts
    956
    Character
    Tae Sylphanas
    World
    Ultros
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Kaiyoko View Post
    They need to keep both but they would be one button. The icon should change based on the positional.
    The sad part of this is that I disagree. ;_; When I was still messing around with DRG I used them being two different buttons to map them to hotbar locations that provide immediate clues to the positional and so didn't have to memorize the position of each.

    That said, I dropped DRG as I played PLD more and picked up SMN. I probably won't be going back to DRG myself. But when designing the icon(s) it could be good to keep such a visual queue in mind.
    (0)

  7. #47
    Player
    Riardon's Avatar
    Join Date
    Nov 2013
    Posts
    1,333
    Character
    Leowald Chestwood
    World
    Twintania
    Main Class
    Dark Knight Lv 80
    I hope I understood this wrong but to me seems like "hey let's nerf the hell out of this game make it flat for dummies so we can grab more subs". I hope we understood the interview wrong. His is planning to make everything much more flat and easier? What's next dungeons with no mechanics and 1 hit mobs? Unless he plans to make the combat more interesting by adding more engaging mechanics and more dodges I see this as a huge nerf.
    Closing the gap between casual players and hardcores? This will end up with hardcores leaving and new comers getting bored fast. I really don't understand this. Wasn't the game casual enough already? Wasn't it easy enough to the point we got bored few weeks after every patch now he wants to make this a casual flat thing to match Facebook's F2P games lvl or what? I didn't like what he said there.
    Still no word about end game. Hope he will not repeat the many month content draught after 3.0 with 4.0. Flatter gameplay with flatter dungeons is not fun Yoshi.
    I pray I got this all wrong really.
    (6)
    Last edited by Riardon; 08-26-2016 at 04:55 AM.

  8. #48
    Player
    Moomba33's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    986
    Character
    Eva Gamirdren
    World
    Ultros
    Main Class
    Archer Lv 100
    My overall interpretation was he wants to make jobs easier to play so encounters will be more about learning the specific fight rather than learning to manage your buff timers around the fight.

    Any change is going to have both its fans and detractors. Just looking at BLM in this very thread we have some who hate it at 60 and others who found it dull at 50 and appreciated the increase in complexity. I'm guessing that going by their data SE thinks more people fall into group 1.

    I think they were going to have to overhaul rotations for 4.0 in any case. Most of my jobs now take 2 full hotbars on controller (Arcanist takes 3 if the pet is on manual control) and I wasn't looking forward to having to fit more abilities in come 4.0.
    (10)

  9. #49
    Player
    Sandpark's Avatar
    Join Date
    Sep 2013
    Posts
    744
    Character
    Kronus Magnus
    World
    Midgardsormr
    Main Class
    Summoner Lv 70
    Quote Originally Posted by Moomba33 View Post
    My overall interpretation was he wants to make jobs easier to play so encounters will be more about learning the specific fight rather than learning to manage your buff timers around the fight.

    Any change is going to have both its fans and detractors. Just looking at BLM in this very thread we have some who hate it at 60 and others who found it dull at 50 and appreciated the increase in complexity. I'm guessing that going by their data SE thinks more people fall into group 1.

    I think they were going to have to overhaul rotations for 4.0 in any case. Most of my jobs now take 2 full hotbars on controller (Arcanist takes 3 if the pet is on manual control) and I wasn't looking forward to having to fit more abilities in come 4.0.
    The under emphasis on rotation perfection could open up the dynamics for more party synergy as well versus showboat God Of War.
    (1)

    Adventure Journey Concept: http://goo.gl/b6SyTh

    Skillchain Concept: http://goo.gl/tts8Cz

    Power Modifier Concept: http://goo.gl/Md3UAB

  10. #50
    Player MilesSaintboroguh's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    5,764
    Character
    Miles Saintborough
    World
    Balmung
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Moomba33 View Post
    My overall interpretation was he wants to make jobs easier to play so encounters will be more about learning the specific fight rather than learning to manage your buff timers around the fight.

    Any change is going to have both its fans and detractors. Just looking at BLM in this very thread we have some who hate it at 60 and others who found it dull at 50 and appreciated the increase in complexity. I'm guessing that going by their data SE thinks more people fall into group 1.

    I think they were going to have to overhaul rotations for 4.0 in any case. Most of my jobs now take 2 full hotbars on controller (Arcanist takes 3 if the pet is on manual control) and I wasn't looking forward to having to fit more abilities in come 4.0.
    That's my impression as well. We always have people here complaining about people being lazy or doing a poor job with their rotations, so maybe Yoshida decided to make jobs simpler in response.
    (6)

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