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  1. #11
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Quote Originally Posted by ZaqueXIII View Post
    ...
    The reason why Holmgang's draw in effect was removed was because mobs have to be stationary in order to activate abilities. The draw-in effect could be used to forcibly reposition a mob by using Holmgang and then jumping away from the mob. This forced mob movement interrupts cast abilities, including ones that were intended to be uninterruptable. A historic but niche example of this was using Holmgang to interrupt Dreadwash on Leviathan Ex. No other action in the game can.

    This limitation is also the reason why a lot of the fight designs changed towards a linear timeline where boss movement is fairly strictly controlled by the game designers. Prior to Stormblood, you apparently could prevent ability activation and phase transitions by simply spinning the boss very quickly. I can appreciate that they needed to quickly fix a game-breaking bug. But it seems to me that they've had about three years since to address this. Mobs still stutterstep even when using 'instant' abilities. It's astounding how clunky mob movement in this game is even compared to circa 2004 MMOs. Warcraft is a hundred times more fluid, and it feels like you're actually tanking. This should be their number one priority to fix, because it really takes the joy out of tanking.

    They've had seven years since 1.x. If they can't fix it by next expansion, I don't have faith that they ever will.
    (4)

  2. #12
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    3,047
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Lyth View Post
    Mobs still stutterstep even when using 'instant' abilities. It's astounding how clunky mob movement in this game is even compared to circa 2004 MMOs. Warcraft is a hundred times more fluid, and it feels like you're actually tanking. This should be their number one priority to fix, because it really takes the joy out of tanking.
    Gunbreaker only made this issue even more glaring, there's nothing worse than being in your Gnashing combo and having to move a boss or add that moves like someone is kicking a heavy trashcan towards you.


    You eventually get used to it but that's exactly the issue, you have to get used to the boss stuttering like a broken engine so you don't accidently mess up your combo while performing one of the most basic tank functions.
    (3)
    Last edited by Absurdity; 11-18-2020 at 09:27 PM.

  3. #13
    Player
    Gruntler's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    317
    Character
    Kawaiian Punch
    World
    Faerie
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by DRKoftheAzure View Post
    I actually wish the all of the traits and weaponskill/spells/abilities that the devs got rid of in both Stormblood and Shadowbringers came back because the traits actually felt like they served a purpose, which was balancing, as ironic and funny as that sounds... and the tutorial should end at level 50 where we just get nothing but a ton of traits which only serve to balance various points of end game content that expansions of any MMORPG forgets even existed... only to be suddenly remember that it exists still, despite people reminding them that said content has always existed...
    Bold of you to claim those traits existed for balancing when this is the first expansion where tanks are actually balanced, instead of 'Take Warrior for every fight ever.'
    (4)

  4. #14
    Player
    DRKoftheAzure's Avatar
    Join Date
    Feb 2017
    Location
    Gridania and Ul'dah (because Ishgard not allowed to be starting city-state :c)
    Posts
    1,136
    Character
    Strea Leonhart
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Gruntler View Post
    Bold of you to claim those traits existed for balancing when this is the first expansion where tanks are actually balanced, instead of 'Take Warrior for every fight ever.'
    TL;DR of what I'm going to say is; I didn't say it was perfect or good, but good enough to expand upon (and is better than Fire IV spam design) and make later level ups feel more special rather than empty experience that I wish for a level squish...



    Long version:

    In ARR, it was probably so bad that people ran double WAR because PLD didn't really do a lot even with specific cross-class skills like Cure, and Stoneskin and Protect on PLD was all that PLD was ever good for (assuming the player in question got WHM to the levels need to unlock those skill for PLD) outside of the bare minimum which I like to call it as "the PLD curse of bare minimum"

    Though WAR was basically diet DRK before DRK was even introduced back in ARR, and the devs probably realized this which is why DRK had Cross-Class skills that drew from WAR abilities over DRG abilities(though I wished jobs had access to more than 2 sets of classes for cross-class abilities)

    Stormblood was the second expansion that started to push for small amounts of homogenization, which was too bad but it could have been done a lot better... Then Shadowbringers went overboard and lost a lot of job/class identity in the process in the name of balance...

    I think Shadowbringers shafted DRK so hard in the name of balance that I think it's more unbalanced than WAR just because of how poorly designed it's abilities are compared to the other 3 tanks because the other 3 do what DRK does but so much better and DRK only still exists in FF14 because FF legacy, but Fell Cleave spam and Demi-Bahamut is not well designed for the more slow and stylish GCD that a lot of classes have, and are so boring to look at that I would rather go play something else that doesn't have either of those design choices, and DRK has a lot design problems...

    Granted combos have their own balancing problem, mostly because of phase transitions (with add phases) and enrage timers, which BOTH need to be done away with for normal modes... You can still have them for the Hard(assuming they bring this back)/Extreme/Savage/Ultimate fights.

    It also doesn't help that the devs insist every tank needs a Fire IV spam on a cooldown starting with PLD and then WAR followed shortly after in Stormblood, which then DRK got as well because WARs loved Fell Cleave spam so much... which by the way; the only way you can make that type of spam work is if you happen to be caster DPS OR BRD OR you have at least 2 spells that serve a different purposes like PLD.

    It also doesn't help that PLD and GNB AoE combos seem to look a lot better compared to DRK and WAR AoE combos, and the GNB and PLD AoE combos also do more damage than the DRK and WAR AoE combos in total, and that's probably because of the spam burst that WAR and DRK have, which shouldn't make sense because PLD has the exact same burst in spell form, yet PLD does more damage than WAR and DRK, and GNB does more damage than PLD and because PLD does more damage than DRK and WAR GNB is already best by default due to how much damage it does with at least 1 situational class cooldown(Heart of Light only good for mitigating magic damage) whereas DRK has 3 situational class cooldowns at best and 4 at worst(Dark Mind/Missionary being only good for mitigating magic damage, Living Dead due to how bad its effects are, and The Blackest Night for how much MP it costs that you might as well dump that MP on Edge/Flood of Darkness/Shadow).

    You can have balance on the DPS output and it has to be minuscule enough to not matter unless you have people complaining about how boring looking or poorly designed certain abilities(or BOTH at the same time like Living Shadow despite it being too flashy for a DoT that also does 3 AoEs where you are better off giving Abyssal Drain /Carve and Spit 2 charges, PLD Goring Blade is a DoT that's also flashy enough, lasts just as long but doesn't do as much damage unless you're trying to maintain it which will do more damage than Living Shadow in single target in the long term) where you might as well have a burst combo like RDM or GNB as that seems to be well designed, which is the path PLD seems to be going granted you would need to make each burst combo feel VERY different outside of numbers by adding an additional effect of some kind.

    End game currently has 4 level brackets being 50, 60, 70, and 80 but what is the point of half of the end game content if it's going to be boring because half of your skills are locked behind the other half the end game content(unless you play healers then you probably wouldn't notice the difference between a level 50 and 80 endgame raid outside of "what happened to half of my- oh right level sync") which then becomes pointless to begin with because you can into older content unsynced once you hit current level cap and figure out how much of the bosses mechanics are still BS because you can't solo the entire fight.

    And now for some questions that I want to ask that I also want to give my thoughts and opinion on

    Do we need a level squish?

    Do we need a basically the full end game toolkit available as early as level 50, or do we need it spread out over the course of each expansion until a level squish needs to happen to fix the balancing problems that were introduced going into Stormblood that was magnified in Shadowbringers?

    Do all classes/jobs need to look and feel different within a specific role, or do they just need the bare minimum?

    In regards to level squish; NO!

    In regards to full end game toolkit; at least level 50, level 60 at most.

    In regards classes/jobs feeling different within the role they are given; YES! YES! A THOUSAND TIMES YES! They need to feel different enough to fill the role while providing something that fits their class/job identity, whether it be through their DPS rotation, defensive cooldowns, or both, and if they are going to have a Fire IV spam AT LEAST CHANGE THE ANIMATION PAST THE FIRST USE!
    (1)
    Quote Originally Posted by ArianeEwah View Post
    Making things brain dead doesn't solve problems.

  5. #15
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    In ARR, players ran double PLD in 2.0 and PLD/WAR from 2.1 onwards. A lot of the perceptions about WAR being 'squishier' persisted despite the rework in 2.1, so teams often preferred to use a PLD MT despite the fact that WAR had a more powerful offensive and defensive toolkit after the revision. After Final Coil, when teams were playing around with optimising fights and 7 player runs, people actually found that the reverse was better (i.e. WAR MT/PLD OT).

    One of the reasons why ARR worked was because the tanks didn't actually need to be 'balanced'. You had two tank jobs. You were required to take one of each, after they introduced the limit break penalty for doubling up on jobs in 2.1. They just needed to be different. And they were very different. PLD was your vanilla MMO tank, and WAR got all of the creative mechanics. HP boosts? Sure, sounds good. Offensive and defensive debuffs? Self-healing and lifesteal? Why not. But none of this was done with a view to adding more tank jobs in future expansions. This same dynamic existed with WHM's (vanilla) and SCH's (variety) designs as well, which is why WAR/SCH spent the next two expansions being mandatory picks. It also mean that when a third tank and healer were added in Heavensward, there wasn't that much room for them to differentiate themselves (AST's Balance aside, which was a questionable design decision).

    Stormblood hit DRK a lot harder than Shadowbringers did. The biggest reason for this was the role actions system, which is probably the single dumbest design decision that they made. It's one thing to standardise abilities. It's another thing to take a job's unique flavour, remove it, and then donate the actions back to everyone else. Imagine the uproar that would have occurred if, instead of introducing Holy Spirit and Bloodspiller, they had just removed Fell Cleave and reintroduced it as a role action, with a less impactful animation. They also just didn't understand the impact that they were going to have on DRK's resource system with the abilities that they ripped out, which is the end result of having four devs designing 15 jobs. I think the loss of the speed boost on Blood Weapon was a big step backwards in Shadowbringers, but aside from that, most of DRK's problems are a legacy of Stormblood's missteps.

    It does make sense to balance jobs with less burst such that they do more damage. Burst is less punishing than having to maintain continuous uptime. I don't think you can balance dps against other parameters (mitigation, utility, etc.) I do think that counter-attack based abilities should come back (Heavensward Reprisal, Shield Swipe, etc.) Vengeance still has it's damage effect. This is one of the few ways that you can make tanking feel different from melee dps.

    I don't think that tanks all need to be able to do the exact same set of tasks the same way. But if you're going to make them unique, it has to be in a way that isn't one-sided. Is it okay to be the least mobile tank? Sure, as long as you get to excel somewhere else.
    (7)

  6. #16
    Player
    Xiaoki's Avatar
    Join Date
    Aug 2013
    Posts
    76
    Character
    Balar Avagnar
    World
    Ultros
    Main Class
    Marauder Lv 90
    The developers need to utilize Traits more. A lot more.

    People think that anything below maximum level is pointless but we spend a lot of time below maximum level so balancing the lower levels matters. Especially for tanks. Doing anything on Dark Knight below level 70 is a miserable affair.

    Dark Knight gets it's primary defensive ability, The Blackest Night, at level 70.

    They could give it you sooner but have a Trait at level 70 that reduces the cool down and increases the damage shield.

    They get their AoE combo ability, Stalwart Soul, at level 72. They could instead have a Trait at level 72 that increases it's potency and restores Mana.

    Every expansion they remove old abilities to make room for new abilities so FF14 is just going to more and more top heavy, meaning this is going to get worse and worse.
    (8)

  7. #17
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    I agree. This is a very sensible suggestion.

    There is a lore reason why TBN is given to you after completing the level 70 quest. Even still, they could just as easily give you a 15% self-only shield at level 10, call it something else using their standard naming convention ("Edge of Black Bubble of Darkness") and then upgrade it to "The Blackest Night" at 70. You can see that the dev team is trying to do this to an extent with some abilities (Inner Beast -> Fell Cleave), but their entire four person dev team is probably allocated to designing new dps jobs for the next two expansions, such that there will be a steady supply of new players to buy Mogstation glamours in the future. So I'm not holding my breath for any sort of intelligent job restructuring.

    There are plenty of other things that they should implement but haven't. You should be able to apply glamours to change action animations, rather than throwing away animations that were used in defunct animations or trying to make them into poses. I'm sure there are plenty of DRKs who would have liked to use Shadowskin's animation for Rampart or even use HW's Delirium animation in place of Souleater. I'm sure that crafters would love to sell you the chance to change around your Shadow/Egi/Faerie to a more cosmetically appealing form. Talent trees are likewise another way to maintain older abilities in the game while preventing button bloat. None of these are original ideas, by the way. You just need to look at what your competition is doing better than you and steal it.
    (1)

  8. #18
    Player
    ADVSS's Avatar
    Join Date
    Mar 2016
    Posts
    2,397
    Character
    Advent Shadowsoul
    World
    Zalera
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Lyth View Post
    I agree. This is a very sensible suggestion.

    There is a lore reason why TBN is given to you after completing the level 70 quest. Even still, they could just as easily give you a 15% self-only shield at level 10, call it something else using their standard naming convention ("Edge of Black Bubble of Darkness") and then upgrade it to "The Blackest Night" at 70. You can see that the dev team is trying to do this to an extent with some abilities (Inner Beast -> Fell Cleave), but their entire four person dev team is probably allocated to designing new dps jobs for the next two expansions, such that there will be a steady supply of new players to buy Mogstation glamours in the future. So I'm not holding my breath for any sort of intelligent job restructuring.

    There are plenty of other things that they should implement but haven't. You should be able to apply glamours to change action animations, rather than throwing away animations that were used in defunct animations or trying to make them into poses. I'm sure there are plenty of DRKs who would have liked to use Shadowskin's animation for Rampart or even use HW's Delirium animation in place of Souleater. I'm sure that crafters would love to sell you the chance to change around your Shadow/Egi/Faerie to a more cosmetically appealing form. Talent trees are likewise another way to maintain older abilities in the game while preventing button bloat. None of these are original ideas, by the way. You just need to look at what your competition is doing better than you and steal it.
    I would love to get the Shadowskin animation back, for sure, and id rather have SE use the Power Slash animation and sound, ah well missed oppurtunities on SE part. They also have to totally rename skills like Lancers Charge, but keep the same icon, while everyone just calls it B4B, etc. Such a waste, really just to arbitrarily give tanks more than 2 necessary "role actions" because they dont want to give them stuff like bloodbath that they originally had because "balance".
    (0)

  9. #19
    Player
    Renkei's Avatar
    Join Date
    Sep 2013
    Posts
    205
    Character
    Renkei Fukai
    World
    Midgardsormr
    Main Class
    Dragoon Lv 80
    Quote Originally Posted by Lyth View Post
    I agree. This is a very sensible suggestion.

    call it something else using their standard naming convention ("Edge of Black Bubble of Darkness") .
    hahah

    how about "The Greyest Night" xD

    i feel like generally the gutting of the trait system caused huge issues with balance and accessibility to abilities all the way across all classes reducing the amount of flexibility and early access to weaker variants of the same abilities to players.
    HW DRK had a lot going for it, i think its going to feel pretty insulting when they give those animations back as "new abilities" :/ this expansion feels like it has more button bloat then Stormblood.
    (2)
    Last edited by Renkei; 12-08-2020 at 02:10 PM.

  10. #20
    Player
    Leiron's Avatar
    Join Date
    Sep 2013
    Posts
    563
    Character
    Haeen Kazerith
    World
    Balmung
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Renkei View Post
    hahah

    how about "The Greyest Night" xD

    i feel like generally the gutting of the trait system caused huge issues with balance and accessibility to abilities all the way across all classes reducing the amount of flexibility and early access to weaker variants of the same abilities to players.
    HW DRK had a lot going for it, i think its going to feel pretty insulting when they give those animations back as "new abilities" :/ this expansion feels like it has more button bloat then Stormblood.
    Name it Dark Avenger
    (0)

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