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  1. #131
    Player
    LeoLupinos's Avatar
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    Jun 2017
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    Ul'dah
    Posts
    547
    Character
    Leo Lupinos
    World
    Behemoth
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Esmoire View Post
    It's how I feel as well. I could be entirely wrong and I can't be putting words into the developer's mouth so it is all conjecture but I can't help but blame the vocal minority that is our hardcore raiders, a small % of our playerbase playing what is literally <2% of the game's content (up to 12 raids, few ex trials, one ultimate), for a lot of my least favourite design decisions with Shadowbringers. Like I can't help but feel we can't Aetherflow outside of battle anymore, because it has to become like a lot of resource-generation actions, and if people could use it outside of battle the mathematically correct option would be to use it, wait for CD, then everyone can start, which would make repeated attempts worse. Sounds good in theory but for the vast majority of people just playing the game we don't care and just want to start. When I hear people want to take res away from RDM, the one DPS I like to play and their utility being a huge part of it, I want to smack them over the head. They already killed AST for me.

    Of course I also blame the developers themselves for their lack of creativity when it comes to the way they design actions and traits. FFXIV is a great game but they somehow managed to make the actions more boring over time. Like, with my earlier example, they could alleviate some of their design restrictions if they didn't insist on all job gauges starting at 0.
    I think that too. It's too much focus into "ff logs" and raid perfection, than the vast majority of the fun of the game. But like I said above, the game doesn't have enough complexity to include much identity. And look like the Devs are just trying and trying to remove complexity over perfect balance that a minority cares about. If the content can be cleared, why even bother to make perfect balance when the only thing that matter is clear in a reasonable time? Meh.
    (1)

  2. #132
    Player
    Esmoire's Avatar
    Join Date
    Dec 2018
    Location
    Gold Saucer
    Posts
    1,175
    Character
    Mei Coincounter
    World
    Ultros
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by LeoLupinos View Post
    I think that too. It's too much focus into "ff logs" and raid perfection, than the vast majority of the fun of the game. But like I said above, the game doesn't have enough complexity to include much identity. And look like the Devs are just trying and trying to remove complexity over perfect balance that a minority cares about. If the content can be cleared, why even bother to make perfect balance when the only thing that matter is clear in a reasonable time? Meh.
    Yeah. The way they have designed the game they have limited a lot of the levers they can use to make things interesting. People will usually say something like "That's just because of the kind of game it is!" but I look at a lot of games in the MMO, RPG, and MMORPG genre, including other tab target games, and disagree entirely. Aside from technical limitations I think there is just some kind of creative hurdle when it comes to the way they approach things.
    (1)
    Last edited by Esmoire; 01-10-2020 at 10:35 PM.

  3. #133
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    Nov 2018
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    Quote Originally Posted by Nedkel View Post
    Im saying.
    They are pretending to make game for casuals, but actually most of their focus is aimed at savage-extreme content. They change job according to the raid needs and balance, they are giving more raids than semi-challenging dungeons, they put the best rewards behind that content, and if you do not do it your are locked away into doing raid alliance once in a week and capping tomestones. This results in homogenisation of jobs, because each job has to meet certain requirement otherwise nobody plays it, because its not viable in the only content that really matter
    That's because casual content does not need the balance adjustments. The issue is when people who aren't making use of the meta correctly try to enforce the meta in PF where they shouldn't be.

    Best reward is subjective, but if you really want a particular reward, there's no reason why you shouldn't work for it. In fact, considering how item level and unsynching work (outside of Ultimate), the hardest rewards to get (without buying from market board) are probably from deep dungeon and Baldesion Arsenal or even PVP, rather than Savage and Extreme content, which you can more easily clear and farm either in future patch or even future expansion.
    (0)

  4. #134
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    Quote Originally Posted by purgatori View Post
    It doesn't it an easier time on them if WAR and DRK are mechanically the same, as they're only playing/maining one of these anyway.
    On the other hand, homogenization is not a problem if you only play one job. It's only a problem if you don't like the core gameplay of a certain job and find out all the jobs in that role has that same core gameplay, in which case, I'd say you just don't like how that role plays, because the jobs themselves still have their differences in gameplay.
    (0)

  5. #135
    Player
    Bhearil's Avatar
    Join Date
    Mar 2015
    Location
    Ul'dah
    Posts
    425
    Character
    Tuya Bayaqud
    World
    Balmung
    Main Class
    Bard Lv 52
    Quote Originally Posted by linay View Post
    On the other hand, homogenization is not a problem if you only play one job. It's only a problem if you don't like the core gameplay of a certain job and find out all the jobs in that role has that same core gameplay, in which case, I'd say you just don't like how that role plays, because the jobs themselves still have their differences in gameplay.
    Still theres the difference between disliking a role, for example tanking and all that encompasses and disliking the gameplay of a job for certain reasons. An example of this would be DRK using the WAR mechanics with a different paint and having a cool loking yet bare bones kit that keeps itself afloat because one skill (TBN) is on almost busted levels of power and other (Dark Mind) relies completely on the current magic tankbusters meta. If we have a physical tankbusters meta, DRK is gonna be on deep trouble as did PLD on Heavensward due to the Alexander magic meta that messed with the PLD kit BAD

    Im up for reducing bloat and messy rotations but another thing is to simplify so much only need to press 1-2-3 over and over while sprinkling a few other skills in between while also reducing jobs identity to the bare minimum. GNB and PLD are still "decent" on that sense, but WAR and DRK suffer the "im boring as sin until i reach my burst windows where im a bit less boring, then going back to 1-2-3"
    (1)
    Last edited by Bhearil; 01-11-2020 at 07:37 AM.

  6. #136
    Player
    Bright-Flower's Avatar
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    Jul 2018
    Posts
    2,828
    Character
    Lucana Wyght
    World
    Balmung
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Bhearil View Post
    Still theres the difference between disliking a role, for example tanking and all that encompasses and disliking the gameplay of a job for certain reasons. An example of this would be DRK using the WAR mechanics with a different paint and having a cool loking yet bare bones kit that keeps itself afloat because one skill (TBN) is on almost busted levels of power and other (Dark Mind) relies completely on the current magic tankbusters meta. If we have a physical tankbusters meta, DRK is gonna be on deep trouble as did PLD on Heavensward due to the Alexander magic meta that messed with the PLD kit BAD

    Im up for reducing bloat and messy rotations but another thing is to simplify so much only need to press 1-2-3 over and over while sprinkling a few other skills in between while also reducing jobs identity to the bare minimum. GNB and PLD are still "decent" on that sense, but WAR and DRK suffer the "im boring as sin until i reach my burst windows where im a bit less boring, then going back to 1-2-3"
    I wonder if me playing pld/gnb but not war/drk has lead to me having an above average opinion of tanks in SHB, since both feel fun and distinct enough while still having the basic tools needed. (Though Superbolide still annoys me for shedding all that HP because I guess they had to have some sort of gimmick for their invuln rather than copy pld or war invulns.)
    (0)

  7. #137
    Player
    Nedkel's Avatar
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    Dec 2017
    Posts
    2,023
    Character
    Chloe Lehideux
    World
    Zodiark
    Main Class
    Samurai Lv 74
    Quote Originally Posted by linay View Post
    That's because casual content does not need the balance adjustments. The issue is when people who aren't making use of the meta correctly try to enforce the meta in PF where they shouldn't be.

    Best reward is subjective, but if you really want a particular reward, there's no reason why you shouldn't work for it. In fact, considering how item level and unsynching work (outside of Ultimate), the hardest rewards to get (without buying from market board) are probably from deep dungeon and Baldesion Arsenal or even PVP, rather than Savage and Extreme content, which you can more easily clear and farm either in future patch or even future expansion.
    In the end everyone is losing, because job design is being made to cater to the strict and hard content needs.
    (0)

  8. #138
    Player
    Bhearil's Avatar
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    Mar 2015
    Location
    Ul'dah
    Posts
    425
    Character
    Tuya Bayaqud
    World
    Balmung
    Main Class
    Bard Lv 52
    Quote Originally Posted by Bright-Flower View Post
    I wonder if me playing pld/gnb but not war/drk has lead to me having an above average opinion of tanks in SHB, since both feel fun and distinct enough while still having the basic tools needed. (Though Superbolide still annoys me for shedding all that HP because I guess they had to have some sort of gimmick for their invuln rather than copy pld or war invulns.)
    Leveled GNB and is pretty fun and trust me compared to Living Dead Superbolide is godly, just saying that since you dont need high levels of coordination to pay it off
    (1)
    Last edited by Bhearil; 01-11-2020 at 08:40 AM.

  9. #139
    Player
    LauraAdalena's Avatar
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    Sep 2017
    Location
    Albuquerque
    Posts
    300
    Character
    Carby Adalena
    World
    Siren
    Main Class
    Machinist Lv 90
    Quote Originally Posted by Billythepancake View Post
    Care to explain how using Cure III/Medica II feels different from using succor then? outside of the few instances where you can actually use the range on Cure III? Because I genuinely do not see it. Yes, that distance is nice, and it can be great for mechanics like Hello World where you're far away from the team, but those instances are very few and far in-between, especially for normal content. You will end up, in most content, using cure III or medica II where you would use succor, achieving the same effect, with the same feeling, only with different buffs.
    How is this a valid argument at all? Like, these skills have been in the game since 2.0 so why is this an acceptable argument? Literally one stops HP from dropping and the other increases it a bit over time. Yeah, I know it's minor but if you play these classes in Doma Castle your strategies are far different from each other.

    I also saw your argument on Art of War and Holy. They feel massively different. Art of War feels weak but has an instant cast and makes weaving a lot easier. Holy has a stun meaning healing becomes easier for the duration of it and for the 3 casts its effective. On top of that White Mage has Thin Air and Presence of Mind which increases the speed of your GCD making it feel much faster than either Gravity or Art of War because you have more coming out for a bit. On top of that you have Assize, Temperence, and more that make healing a lot different.

    Like, when I mained heals this always happened even before now. People think the healers all play the same, and this has never been true. This topic makes me so mad because people claim homogenization when the classes are no different except in roles and maybe a few extra abilities they added in SHB, which I'll get to. But like, People always told me "Oh, you're a scholar main, you can play White Mage right?" back in HW and no. that's not true. I couldn't play White Mage because I had no experience in it and never had the chance and people just assumed I knew what I was doing. I was even pulled into a group without being told the other healer they had was a scholar because of that assumption. That assumption happened less in STB but I had occasions, and it irritates me that this argument is coming back in the opposite direction. Instead of people claiming I can play any job as a healer main, it's "the classes are too similar I can play any job." Try that. go to Doma Castle and play both. I promise you you'll have a much harder time as a Scholar than a White Mage.

    On the topic of Scholar, White mage doesn't have many skills that basically contradict each other and constantly bump into each other in terms of what they do. Seraph allows the Scholar to essentially take over healing for a while and no other class has the mitigating and healing power of it when Seraph is out. The stacks make it a highly planning-based class.

    Like, how can anybody make arguments of homogenization when I can go into a dungeon as WHM and not break a sweat, go into the same dungeon with similar gear as scholar have a little more trouble but mostly with the systems that don't work with one another, and then immediately go into a dungeon as AST and struggle much harder. And each one have to keep in mind much different strategies. And notice how nobody mentions Aspected Helios or how Scholar doesn't have another AOE that isn't attached to stacks like Indom because it ruins their arguments.

    When people come with better arguments on the homogenization I'll gladly hear them but when the main argument is "well I hit the boss then heal" then that's boiling it down way too far and could be how each freaking class could be boiled down to claim homogenization. "I hit the boss and nothing else." "I hit the boss and the boss hit me. "I hit the boss, but from a distance." "I hit the boss with magic."
    (5)


    I'm from 1 MS in the future.

  10. #140
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    Quote Originally Posted by Bhearil View Post
    Still theres the difference between disliking a role, for example tanking and all that encompasses and disliking the gameplay of a job for certain reasons. An example of this would be DRK using the WAR mechanics with a different paint and having a cool loking yet bare bones kit that keeps itself afloat because one skill (TBN) is on almost busted levels of power and other (Dark Mind) relies completely on the current magic tankbusters meta. If we have a physical tankbusters meta, DRK is gonna be on deep trouble as did PLD on Heavensward due to the Alexander magic meta that messed with the PLD kit BAD

    Im up for reducing bloat and messy rotations but another thing is to simplify so much only need to press 1-2-3 over and over while sprinkling a few other skills in between while also reducing jobs identity to the bare minimum. GNB and PLD are still "decent" on that sense, but WAR and DRK suffer the "im boring as sin until i reach my burst windows where im a bit less boring, then going back to 1-2-3"
    See, I don't know what to say about that because, as a casual tank, I used DRK as my primary tank in Stormblood, and I didn't like the change in Shadowbringers, so I switched to WAR. So, to me, DRK and WAR still play differently and the difference is not just a matter of a different paint. I actually like how WAR plays now compared to Stormblood, but (in many ways, not all) I prefer how DRK played in Stormblood compared to 5.0 (not sure about now since I'm no longer playing it).
    (0)

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