If not for its awkward in-combat movement speed limitations, I'd have to say many Blade & Soul classes create more appealing combat flow, choices, etc., especially when playing content for which one is undermanned and undergeared than any XIV class, especially prior to the purely optimized levels, where small internal balancing issues leave much to be desired.
Certain of Black Desert Online's classes also feel better than any XIV class (bar maybe highspeed Monk on a no-ping connection, especially the Heavensward variant), provided the content isn't neither braindead easy nor so numerically intensive as to demand permanent kite-striking.
Certain iterations of WoW also beat XIV's combat out, imo, across the majority of their classes. (LFR, similar to our story mode versions, aside) WoW raids across most expansions also beat out XIV's raids (ARR through SB) in variety, mechanical originality, etc. First Coil and Savage Second are about the closest they've gotten for me, while Ulduar or ICC tend to beat out XIV tier since by a very large margin.
But it's on a class by class, intensity level vs. intensity level, raid by raid, fight by fight basis.
There are plenty of examples of design philosophy, responsiveness, system fluidity, and beauty in simple solutions that I'd love to see XIV borrow from other MMOs. But many of the things I take issue with in XIV, such as a shallow undermechanics base (which, being so shallow, then requires that any increase in depth tend to have an exponential increase in complexity, rather than a small investment of complexity offering exponentially more depth), poorly wrought story lines, issues of scaling (why is a single Ala Mhigan settlement, which was as a kingdom no more than twice the size of Ul'duh, allegedly, large enough to fit 400 of the latter citystate within it? How could so many warring tribes, each said to be hundreds strong, possibly fit within such a small valley?), are found across all the others as well.
Edit: Though just a bit more aimed at memorization than difficult but intuitive mechanics than I'd like, I was moderately impressed by the latest 24-man fights. Much like Shinryu normal as a final MSQ, it felt sufficiently threatening without yet being irritating (except when the unlucky candidate for the final boss's Rake-charge turns when already perfectly behind it), and provided an enjoyably over-the-top fireshow in its AoEs. Looked great, and played out pretty enjoyably. About as difficult as Ozma, but a touch more intuitive aside from the the numbers mechanic; a good place to be in.


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, couldn’t handle a lot of players on open world but there was a “golden period” for me. At the moment Swtor is but a “shell” of what it was and potentially could have been.





