I like classes, I liked the cross-class system, and I think new jobs should have had base classes to start from and that the cross-class system should have been fleshed out rather than scrapped.
I like classes, I liked the cross-class system, and I think new jobs should have had base classes to start from and that the cross-class system should have been fleshed out rather than scrapped.
- The 'No Duplicates' approach to Byakko (EX) is a real pain. I understand why it is done, though I see it as a major oversight on the part of the development team just like the days where 'Skip Soar' ended up becoming the norm for Zurvan (EX).
- Most disagreements in this game are, ultimately, trivial and could be resolved fairly easily if both parties involved were willing to talk as equals.
- PvP needs to be geared towards the niche that truly appreciate it and not the 'masses' who only jump in for tomes and experience but then abandon it the moment they cease to need either.
The thing is, the two aren't mutually exclusive in the context of an actual fight. A proper rotation isn't a set rotation per se. It's a series of balancing acts, and any new stretch of downtime can require a recalculation of the whole mess, which is where the instincts really kick in, but also come to involve your party as well. The NIN is going to arrive back from solo airships 2 GCDs late; I'll hold on to Kaiten-Higanbana until he arrives again to instantly Trick Attack. You can run simple guidelines like 1 global tick wasted out of 20 = 5%, so I'm either going to wait or not wait based on how late that Trick Attack will be. When you get a clearer picture of how long the fight will actually take, these guidelines can be put away in favor of working backwards from the previous ending, thinking about the downtime variance you've felt and how many actual casts of a given ability you can really get, and then start weaving them around your team.Confusing and wildly unpopular opinion: I loathe the entire concept of rotations. There ceases to be any kind of individuality in gameplay when everyone is the equivalent of a robot; all pre-programmed with a specific set of moves for 'optimum DPS', usually taken from some guy/gal on Reddit posting along with some unfathomable chart of numbers. I adore spontaneity and instinctive gameplay - something which, for me, *only a healer role really has in abundance.
As rigid as they might seem, there's still a lot going on behind rotations, whether visible by preparation or solely by gamble when in the thick of the fight, so long as you're not regurgitating someone else's.
*Sidenote:Personally I find tanks and healers to have the least spontaneous gameplay because they're relying on each other to keep to a certain plan; each is less free to adapt because the other is relying on them. Support-heavy DPS are second in this regard, while I find BLM and SAM to technically be the freest or most capable of spontaneous and adaptive change.
Last edited by Shurrikhan; 02-13-2018 at 08:04 PM.
Ultimate series should'nt be one fight of 20 min, but instead 3 fights with a difficulty growing (Twintania : 7 min, Nael : 9 min, Bahamut : 11min).
The total difficulty shouldn't be changed overall.
It would permit to players to go in more easier, because the fights would be less longer, there would be at least one reward by fight (because some people need rewards more than challenge itself to advance. With a fight of 20 min, you never see the end).
The sentiment of progression would be better at my sense.
Ultimate is for challenge. Simply and only for challenge. And maintaining a high level of focus and proficiency over longer period of time is clearly a lot more challenging than doing it in smaller bursts.
And there is no progression to be had. It's an optional content that one never needs to step into and still be at the top. A test of skills, nothing less and nothing more. Making it easier would make it completely irrelevant granted that it would scrap its whole purpose altogether.
The Devs should have never made the MSQ required to do most of the things in this game. That was just a disaster waiting to happen.
That works for single player RPGs, not for MMOs
They also get away with something only MMO's can get away with, selling a way past it. A single player version of FFXIV would let you start at HW or SB if you wanted.
It also means we as veterans will be funneled back into this moldy content via roulettes and relic chains forever because the devs can't risk new players getting blocked by a queue stonewall. It's lose-lose for everyone, really. I've wanted them to uncouple story requirements from all leveling content at least for a while now. Roulettes that give some exp for alt jobs aren't bad but when every relic chain involves boosting some newbies through their dungeon queues or CT raids or whatever repeatedly it gets tiring.
Wow I didn't know they could possibly be doing a cutesy version!! I loooove both! It would be awesome if they made both the "cutesy" version and the "fierce version" for the 2 clans. You might not like the cutesy versions but I have to admit the design of the cutesy male bunny makes me consider untrapping myself and using a Fantasia for it! lolI mean they already had concept art for both, so they're at the very least considering a Tactics 'cutesy' version and have been for awhile. Frankly I want them to go with the FF12 version.While I happen to have an Au Ra half of them look like creepy porcelain dolls to me and I don't want the same to happen with the Viera.
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