I saw that,and though it was a great idea,all dungeon should be harder and harder the closer tyou get to 70,SE is creating those "brainless" 70 people by giving them brainless activity to do.I find it rather telling how you equate actually knowing how to play your job properly with being less fun. Making dungeons not a complete joke doesn't somehow make them impossible, unless you have no idea what you're doing. In which case, how about some personal accountability? The Vault, Aurum Vale, Weeping City and Final Steps of Faith are all examples of reasonable difficulty, but I suppose anything beyond Xelphatol, where you don't even need a tank stance since nothing remotely scratches you, is just too much. The whole reason higher end content has a low percentage is due to the lack of a difficulty curve. It goes from braindead easy to moderately hard to decimating you. Such a sudden spike makes people quit far quicker than if dungeons actually required some healing outside mass pulls.
I would be fine, if the game teaches general stuff and adds an class specific mentor chat to the game. But i don't want an 100% bulletproof developer class guide, because i really enjoy the community discussions about classes and i fear that people would get more lazy and don't think about the game as much as they do now, if the developers would interfere like this. I already here the argument "but the developer said..." in my ears xDI am an advocate of parsers, but before that, the game needs a better way of teaching players how to actually play their jobs before they hit 70. Actually, they need a Hall of Novice at 50 and 60, if I'm being honest. Job-specific, at that. It does a player no good to do a job quest, most of which don't require a large portion of the abilities you've learned to date, and pick up a skill that some ignore entirely. I would be happy if certain story fights like Shinryu was locked until a player completed their level 70 job quest, as some classes would be complete once they get that last quest out of the way.
The issue with that argument or mindset is that, developers can make mistakes aswell, despite their knowledge about the game being very good. After all they created the game. But sometimes the community finds better rotations or solutions and this was the case with the ninja and then they nerfed the class after stormblood. If there would have been an developer guide, than i assume people would never have found a better rotation or many people would not believe those theocrafters, because the developers found another rotation and they have to know always best. After all they are the developers of the game, right?
Additionally i don't think an official guide would solve the problem completely anyway, because if people dont want to get better at something, than a guide wont help them, since they'll just ignore it. I've seen people getting criticism or insulted for their dps, including some friends. But imo op is right that healers and tanks get more toxic response and at the end of the day the fear of a few people using an feature for sth bad, should never prevent an developer to add it, if most people use it for something worthwhile/good. Might aswell delete the aggro list or chat function or not add the replay feature, if you want to protect everyone. Personally, humans and never a feature can be the problem and you can deal with those few easily by kicking or banning them, if they really harasse people with the information of a feature. Be it aggro list, parser or sth else.
Last edited by era1Ne; 01-10-2018 at 07:42 PM.
There is a difference insulting people and give them criticism. First of all, critisicm is good. If someone think I can play better,so be it, I will listen and try get better. Too many people often are too defensive towards others, so if I tell a guy how to improve, he will bash me, call me tryhard/elitist etc. I'm not saying it happens all the time, but it happens often vs people who take the actual advice. You can approach them as the nicest person in the world and you still get insults back. I often think people think it's embarrassing being called out in public and they go in a defence mode. That doesn't give them the right to insult the person who tries to help.
Theory-crafting is fun and it does wonders with optimization. I dare chance to say that a huge portion of us forum users have seen and used some of the things that have been produced from theory-crafting. But the game does need do more to get players actually play their jobs. I'm not even asking for optimized play, just do something to teach players that being a 100% hardcast RDM outside of a premade is a no-no. I wouldn't mind seeing some mini-bosses showing up during a course of a run instead of the typical hard-hitting bosses, and not in their own boss arena, either.
^^^ Thisi am pretty sure Krotoan was talking about Titan hm. yes, the three hm primals were endgame back in 2.0 and people wiped for months on them.
http://forum.square-enix.com/ffxiv/t...M-Titan-Fight? good old times ^^
Titan HM was an absolute slugfest when it was current and required for the Relic step.
https://www.youtube.com/watch?v=UXvfHESJw5s was a great example of what it was like even with people who knew the encounter.
It's actually an interesting comparison to PF pugs we see today since it was formed in a similar manner (Basically out of a collection of linkshells of people who wanted to either help with or clear Titan).
~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~
How many times does it need to be explained you can see it without a parse....
You do not need a parse in 4 man to see if a dps is spamming the 1 key or sitting there on idle 20-80% of the time.
Worth noting, that until the tail end of that content, the netcode for dodging AoEs was FAR LESS forgiving. You basically had to be near a full second of standing outside of the AoE to register that you dodged it, as the server was either having issues or took that long to ping back your new location.^^^ This
Titan HM was an absolute slugfest when it was current and required for the Relic step.
https://www.youtube.com/watch?v=UXvfHESJw5s was a great example of what it was like even with people who knew the encounter.
It's actually an interesting comparison to PF pugs we see today since it was formed in a similar manner (Basically out of a collection of linkshells of people who wanted to either help with or clear Titan).
or not having your important lv 70 ability to AoE said packs with. But ya that is what I was trying to imply hitting the 1 key since most jobs have more then one thing to do for aoe that is noticeable, like blm putting thunder and using fire II, flare, and foul.
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