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  1. #281
    Quote Originally Posted by Fyce View Post
    If you've ever did a single Roulette, you've participated in doing "old content". The only players who only experience "new content" are the one who subscribe only to do newly released content from a patch and then quit while waiting for the next patch to hit. I don't actually know how much players of this type are represented in the community, so I will not say anything about a potential number.
    this is a bogus and disingenuous statement, that's pure wordplay on "old" and "new". stop using that and use "outdated" and "current" instead.

    i'm playing Spiderman on the PS4, if i play New Game+ after i clear it the first time, it's still a new/current game. if i decide to play Arkham Asylum again, that's an old game.

    Expert Roulette is current content.
    Alphascape (both versions) is current content.
    Pyros is current content, it's arguable whether Anemos and Pagos is current, it's not arguable that LotA or Diadem is NOT.

    i'm not denying there's participation in out-dated content but that's almost always a means to an end.

    i enjoyed farming AK/WP a hundred times each for tomes on Darklight gear, i currently enjoy doing The Burn and Arboretum (Hard) 4-5x a week for Genesis tomes. i'm not going to like doing The Burn 4x a week a year from now. i enjoyed Heavensward and Stormblood, i'm not playing through them again. there's a reason for the 3 month patch cycle and the 2 year expansion cycle.

    this is how FFXIV works for me, you can call me out on it all you like, i'm sure most other players and the devs are perfectly fine with how i consume the content. there's nothing backwards about going with the development flow, what's backwards is what they are doing with BLU.

    i tolerated doing Command Missions with my Squadron to rank up. that was a different way to do old content, i didn't enjoy it.
    i kinda like doing WT but what i like about it is how fast they are, doing them at Lv 70 unsync'd.

    BLU is going to be stuck somewhere between those two with the only payoff being this one thing they are adding for it that you can't do with other people.

    my main DPS in 1st/2nd Coil was BLM, in Final Coil it was BRD, in HW it became SMN when Bowmage became a thing, in SB it's now RDM just because i like it. i have no particular attachment to BLU but if it was a regular job it had a chance to be part of that.

    now if BLU turns out to be another thing similar to Squadron, that's a huge failure. i will probably still tolerate it just to do the BLU story quests, but i won't like it just like i don't like Command Missions.
    (9)

  2. #282
    Player
    Shurrikhan's Avatar
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    Sep 2011
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    12,995
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Fyce View Post
    You cannot learn new abilities from monsters without said monsters. That's why I also used the word "interactions". While they indeed didn't change the content, BLU will not interact with it in a way we've experienced before.
    After killing a mob there's a small chance of gaining an ability. That's literally just Pyros minus a middle-man function and the RNG moved from which ability you get to further into whether you get any ability at all.

    But hey, loot so vastly changes a fight itself in the time before getting that loot, right? Or maybe it's that the fight would hold zero value to you once you've acquired it that intrigues you? Yes, I got my raptor skill! Now to never do raptors again because that was the only thing they can give me! Sat-is-fac-tion.

    NEVER. EXPERIENCED. BEFORE.

    I mean, we wouldn't want to use BLU to revamp systems towards greater intrinsic attractiveness or longevity or like. That wouldn't be "new" enough. /prestidigitation in the literal sense

    Quote Originally Posted by Fyce View Post
    If you've ever did a single Roulette, you've participated in doing "old content".
    If the dungeon rolled itself was old and supplies nothing to progression (e.g. only Poetics or Mendacity when you've outgrown both), then yes. If it was not, then no. I'm not sure why someone has to point out to you that a coin has both a heads and a tails.
    (6)
    Last edited by Shurrikhan; 11-29-2018 at 03:10 PM.

  3. #283
    Player
    jon041065's Avatar
    Join Date
    Aug 2013
    Posts
    399
    Character
    Amson Beoulve
    World
    Jenova
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Shurrikhan View Post
    I mean, we wouldn't want to use BLU to revamp systems towards greater intrinsic attractiveness or longevity or like. That wouldn't "new" enough. /prestidigitation in the literal sense
    .
    I don't understand all the "we've been asking for new and different and they gave us that" defenders either. Something in the game being different just doesn't automatically make it good. Wish more would see it as you sarcastically put it.

    Going to quote something I said in another thread.

    "Quite a lot of us were hoping that when jobs like red mage or blue mage were added, it would make them push the limits of the trinity system or just move away from it. Some want a system that allows jobs to take on a different role based on the choices they make with some form of ability selection/talent system. Some, like myself, want a talent system that gives you options of improved versions of your job's abilities. An example of what we think that would allow us to do is something like a bard picking to buff their songs to better support the party but at the loss of damage potential by not selecting the other talents. It would be a system of trade offs and picking what kind of focus you want the job to have within its role. So it would be similar to WoW's talents but without any abilities as talents themselves and more of things like "when you use Cover, your Clemency healing on others is increased by 100%". Then have something that costs a good amount of the unlimited tomes to allow talent resets."

    Not the only ways to change things but would have been better than "limited jobs".
    (4)

  4. #284
    Player
    Shurrikhan's Avatar
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    Sep 2011
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    12,995
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by jon041065 View Post
    I don't understand all the "we've been asking for new and different and they gave us that" defenders either. Something in the game being different just doesn't automatically make it good. Wish more would see it as you sarcastically put it.

    Going to quote something I said in another thread.

    "Quite a lot of us were hoping that when jobs like red mage or blue mage were added, it would make them push the limits of the trinity system or just move away from it. Some want a system that allows jobs to take on a different role based on the choices they make with some form of ability selection/talent system. Some, like myself, want a talent system that gives you options of improved versions of your job's abilities. An example of what we think that would allow us to do is something like a bard picking to buff their songs to better support the party but at the loss of damage potential by not selecting the other talents. It would be a system of trade offs and picking what kind of focus you want the job to have within its role. So it would be similar to WoW's talents but without any abilities as talents themselves and more of things like "when you use Cover, your Clemency healing on others is increased by 100%". Then have something that costs a good amount of the unlimited tomes to allow talent resets."

    Not the only ways to change things but would have been better than "limited jobs".
    I'd almost like (in an "ideal", pipedream sense for now) to see each job have some way of varying itself alike to what an "oversized" arsenal would for BLU, although BLU's "bestiary", let's call it, should probably remain the largest and most obvious example. Just as BLU has its bestiary, likewise MCH should see something for its engineering options that could even cross over into or double up with crafters' contribution to other job's (borrowed) use of magiteck come the Garlean expansion, BRD should get its Repertoire, MNK its Resonance, DRG it's Way of the Dragon, DRK its Dark Arts, etc. Ideally, each shouldn't just be a central mechanic to a single build, but a way to create more builds and provide far further, likely even endgame progression systems.
    Let's say BLU has twice, or even four times as many skills available to it as it can actually take into combat. Let's say they have... 98 and can take... 24 at level 70.
    For this example, let's assume Role Actions were removed, rebundled where necessary into more cohesive and dynamic native toolkit functions in their relevant jobs, so there's enough hotbar room. That may not seem like much, but consider each skill as being more or less separately executable; there'd be no strict combos that waste key-space in given GCDs (e.g. ID, CT, F&C, WT, TT, VT, FT, HT, DS, ST, and PC all being inviable choices after having just hit ID), and therefore a fair bit more button-travel may be required for optimal play than on, say, a Dragoon, where the key-movement down combos can be easily streamlined.
    A given build (or "deck") should have opportunities for synergies, balancing supplementation with capitalization, breadth with depth, and power with accessibility, and should tend to create and focus on a core plan and sets of skills that may offer it its community namesake, but even then you may have literally hundreds of builds that are optimal or close enough for even the smallest extraneous and advantageous situation to make them so. For ease of visualization, let's say we have three classifications of skills, common, rare, and epic. Common skills carry the least power potential in themselves, but also the most accessibility, and even in a deck of few common cards would make up a disproportionately high portion of your actions. Rares are more powerful, but also more dependent, and their support tends to be the "goal" of your build. Epic skills instead force the decks to be built around them, essentially causing you and your playstyle to embody the gameplay of the boss that sourced them... if they were a player with 24 total skills.

    Want an Earth-Fire deck with rapid ramp-up, swift opening peaks, a fair bit of flexibility by which to delay post-opening peaks for raid debuffs, all with embedded utility in the forms of durability, silence-channeling, knockbacks, and damage suppression, with most skills stylishly based on and around Goblin attacks? Go for it. Maybe name it after the most frequently used Rare in the deck, Gobbie Blitz. Want a debuff-centric Water-Disease deck with environmental and crowd control, unavoidable ramp-up with powerful downtime value, and status-effect eating? Make one. Call it Kelpie or w/e. Holy-Wind one-winged-demiangel deck? Rock it. It'd be pretty damn awesome for withheld burst, pivotal raid buffs in the form of raidwide movement bonuses, and sustained co-heal combat.

    That's a ton of freedom. Yes, you won't have n! options, but frankly... who would want that many? Even 20 different S-rank performing builds, or 5 within the context of a given fight, would be huge.
    What all could Bard manage with learning all the songs of the peoples and making small adjustments to them (likely even making use of the Performance and new song-making systems)? What all could MCH learn to make to complement and move beyond its mere Gunner underpinnings that currently overwhelm all its more unique aspects? How Dark can a DRK get? Those can all still have real, current, and full MMO inclusion.
    (4)

  5. #285
    Player
    jon041065's Avatar
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    Aug 2013
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    399
    Character
    Amson Beoulve
    World
    Jenova
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Shurrikhan View Post
    A given build (or "deck") should have opportunities for synergies, balancing supplementation with capitalization, breadth with depth, and power with accessibility, and should tend to create and focus on a core plan and sets of skills that may offer it its community namesake, but even then you may have literally hundreds of builds that are optimal or close enough for even the smallest extraneous and advantageous situation to make them so. For ease of visualization, let's say we have three classifications of skills, common, rare, and epic. Common skills carry the least power potential in themselves, but also the most accessibility, and even in a deck of few common cards would make up a disproportionately high portion of your actions. Rares are more powerful, but also more dependent, and their support tends to be the "goal" of your build. Epic skills instead force the decks to be built around them, essentially causing you and your playstyle to embody the gameplay of the boss that sourced them... if they were a player with 24 total skills.
    This sounds like what I thought blu would be. That you have a lot of skills that are just "decent" and then you would have limited slots to pick empowered versions to build a focus for how you wanted to play. Your explanation is more fleshed out with another layer on it. Would be fun!

    Quote Originally Posted by Shurrikhan View Post
    I think you could actually just do without putting restrictions on the number of each card type, with that being done instead just through common sense via the way the general flow of the job works. Though not as strictly unforgiving, building a deck of all rares could be like having a deck of all Full Thrusts... without the prior combos to empower them. Epics? As described above, they wouldn't even be meant to be played together. You'd could play in an Epic skill as if it were a Rare in some cases, like taking something from Living Liquid for a more general polarity deck, but, say... Midgarsormr's Inner Turmoil would feel pretty shafted without the Outer Turmoil to compliment it and the player version of those skills (let's say they... consume buffs and their relevant debuffs together, creating a sort of buff->nuke, get debuffed in order to self-buff --> nuke flow) would really like you to build up as many synergetic buffs as you can, which would then leave little room for other trying to play like Bahamut, Byakko, or Garuda atop all that. Byakko and Titan? Might work out okayish as they've both got all those physical moves to be buffed together. But it most cases it could just be the skill synergies themselves that prevent players from viably creating a deck of all Rares or Epics.
    That's pretty intense and sounds fun. lol
    (1)
    Last edited by jon041065; 11-29-2018 at 08:50 PM.

  6. #286
    Player
    Shurrikhan's Avatar
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    Sep 2011
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    12,995
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by jon041065 View Post
    This sounds like what I thought blu would be. That you have a lot of skills that are just "decent" and then you would have limited slots to pick empowered versions to build a focus for how you wanted to play. Your explanation is more fleshed out with another layer on it. Would be fun!
    I think you could actually just do without putting restrictions on the number of each card type, with that being done instead just through common sense via the way the general flow of the job works. Though not as strictly unforgiving, building a deck of all rares could be like having a deck of all Full Thrusts... without the prior combos to empower them. Epics? As described above, they wouldn't even be meant to be played together. You'd could play in an Epic skill as if it were a Rare in some cases, like taking something from Living Liquid for a more general polarity deck, but, say... Midgarsormr's Inner Turmoil would feel pretty shafted without the Outer Turmoil to compliment it and the player version of those skills (let's say they... consume buffs and their relevant debuffs together, creating a sort of buff->nuke, get debuffed in order to self-buff --> nuke flow) would really like you to build up as many synergetic buffs as you can, which would then leave little room for other trying to play like Bahamut, Byakko, or Garuda atop all that. Byakko and Titan? Might work out okayish as they've both got all those physical moves to be buffed together. But it most cases it could just be the skill synergies themselves that prevent players from viably creating a deck of all Rares or Epics.
    (1)

  7. #287
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    Join Date
    Sep 2020
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    138
    Quote Originally Posted by TheRealMadruck View Post
    Over the past 10 years, we have been seeing trends in the gaming community that have high and low points. From companies like EA microtransactioning their players to death to companies not listening to their fanbase in regards to the recent Blizz Diablo Immortal announcement.

    People have complained, tweeted, made videos or other things to display their disgust at these choices/decisions with SE being no different. But rarely do players actually do the one thing that has be shown to possibly have a effect...DON'T GIVE THEM MONEY OR PLAY THE JOB in regards to FF14!

    Now, some people like Blue Mage and some don't. I am on neither side of liking BLU or not as I have never had a interest in Blue Mage even when I played years in FF11. I have seen people liking this choice with others hating it. I would have to side with those that don't like it to be honest...why? Because I agree that having Blue Mage as a "limited" job unable to be use in every facet of the game that every other job can in relation to DF and other features is in bad design.

    YP mentioned in the recent LL hints of Beastmaster...a job I am 100% in love with and want to see implemented in FF14. I have my own ideas on how I would do such a class with it not requiring any facet they have designed with BLU but a job modeled similar to Summoner only with PHYS damage. This is why I can understand those that are perturbed by this choice from SE. If I do not want BST to suffer the same fate and want it to have access to all this game features including DF...I have to stand firm.

    To conclude, if you truly feel strongly about BLU going in the wrong direction...speak with your wallet or neglect the job. Companies like SE will not waste resources on a job if noone plays it based on a decision many feel is bad. The choice is yours...

    (I already know this may put me in trouble with SE promoting something like this on the forums...but I do not care. I believe in open dialogue and honesty on what options those like myself have in relation to enacting change even if at the end become futile.)
    Sadly people don't listen and are just playing blu so... They think people like it just like they think people like eureka lolololol
    (0)

  8. #288
    Player
    MOZZYSTAR's Avatar
    Join Date
    Nov 2014
    Posts
    797
    Character
    Amon Kujaku
    World
    Zalera
    Main Class
    Lancer Lv 8
    If I can't raid with it, I don't want it basically. But I was willing to get over that if I could at least play with 1-2 of my pals with the rest of the slots being filled up by trust NPCS so we could cover story content (e.g. dungeons) or if I could solo primal skills.


    But I can't to neither. I would rather it be a normal class[/i], but if it is going to stay in the solo direction, then it has to ACTUALLY be solo-friendly. Let me do dungeons with my friends with the rest of the spots taken up by trust. Let me solo primals because I a. only have two friends and b. don't want to put out the pals and c. not into the massive BLU parties.
    (3)
    I won't be coming back to FFXIV's forums. The forum vibe is way too venomous and brings out the worst in me. I don't like who I am on the forums, so it's best to distance myself.

  9. #289
    Player
    Savagelf's Avatar
    Join Date
    Jan 2013
    Location
    New Gridania
    Posts
    1,712
    Character
    Aribeth Lightbringer
    World
    Behemoth
    Main Class
    Gladiator Lv 90
    I like blue mage it niche job don't like don't have play it. don't complain about because job isn't for you. i dozen of i hate blue mage post on forum i see know complain about mage when blue mage group are form. i heard no complaint about it but in the NA english speak post consider the devs care more what japenese players think since they japenese they won't list to you all and I am glad. through i think complize are good, no complete redoing of blue mage to full jobs. i want more limit jobs not less. aleast i will suggest in the job as it is not complain that it waste of dev rescoure or claim that they should waste more dev rescource remake it to fite a minority on forum desire

    here few suggest
    all limit jobs can have pvp arena combat system for all players. artifacts for artifacts quest givers
    blue mage suggests
    a instance focus zone for blue mage wander palace.
    spell percentage base how blue mage in group make each blue mage count select percentage make easy for combat jobs to join up with them
    give blue mages a fellow or an aprentice ie the yellow jackle that introduce you to the quest as fellow teach give quest as well get stuff for you.
    allow blue mage to be able doing squardon dungeon focus add dungeon that spell for the blue mages.

    beast master you know i going comment on this
    make this pet base on beast tribes repatutation drake you have be trust with Amalj'aa
    pet lvling is base on pet stat and pet size small pet range dps to scavangers mid to large dps to tank xlarge tanks
    culinarian make pet food smith make axes and sheild leather worker make armor.
    pet skill can be learn by pets unqiune pet to be tameable or Notous beast to be tame.

    puppetmaster
    carpanter make puppetmaster weapons
    gold smith make puppetmaster parts
    black smith puppets weapon and sheild
    alchemist make puppets staff. paper doll for puppet.
    (0)
    Last edited by Savagelf; 10-30-2020 at 11:26 PM.

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