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  1. #61
    Player
    NYCLouisGamer's Avatar
    Join Date
    Apr 2021
    Posts
    72
    Character
    Nyclouisgamer Alto
    World
    Golem
    Main Class
    Astrologian Lv 57
    Quote Originally Posted by Duskane View Post
    nothing you've said here is correct
    Clearly, SweetPete is quite correct as SE responded to the situation that SweetPete illustrated. SE will absolutely move towards reducing toxicity in order to increase accessibility. SE is hostile towards elitism to the point where they are okay with dismantling fun in the process.

    See: healer gameplay changes over time & persistent ban on DPS addons.

    Reality agrees with SweetPete.
    (1)

  2. #62
    Player
    NYCLouisGamer's Avatar
    Join Date
    Apr 2021
    Posts
    72
    Character
    Nyclouisgamer Alto
    World
    Golem
    Main Class
    Astrologian Lv 57
    Quote Originally Posted by Semirhage View Post
    AFK Netflixing DPS moonlighters replacing the ones sick of it? Trick of the light. Not happening.
    I enjoyed that
    (0)

  3. #63
    Player
    Acece's Avatar
    Join Date
    Jul 2019
    Posts
    241
    Character
    Acece Ace
    World
    Diabolos
    Main Class
    Samurai Lv 90
    Does utility even work in ffxiv? like speed buffs and cc. I've only started late stormblood so was there ever a use for them?
    (0)

  4. #64
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    3,026
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Acece View Post
    Does utility even work in ffxiv? like speed buffs and cc. I've only started late stormblood so was there ever a use for them?
    Sure they "work" but with the engine and netcode being the way they are you can probably expect some delay on certain utility. Best example for what I mean would be Rescue where it takes about a second for the ability to actually register after you pressed it.


    CC did have a place for a very very short time in early ARR dungeons, then SE nerfed them into the ground because people kept complaining about the difficulty and it simply became "pull everything and aoe it down" and consequently crowd control lost it's purpose.
    (3)

  5. #65
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,647
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by Absurdity View Post
    Sure they "work" but with the engine and netcode being the way they are you can probably expect some delay on certain utility. Best example for what I mean would be Rescue where it takes about a second for the ability to actually register after you pressed it.


    CC did have a place for a very very short time in early ARR dungeons, then SE nerfed them into the ground because people kept complaining about the difficulty and it simply became "pull everything and aoe it down" and consequently crowd control lost it's purpose.
    The sad thing is I feel like Utility and CC added a bit of character to the healers, even if it wasn't always important. And the thing is, we do still have some instances of utility that is useful without 'making things too difficult' such as the Stun on Holy. It's nice and useful against large pulls because you can delay their ability to damage the party. I miss having access to Miasma as a SCH that also inflicted Disease that reduced the healing enemies received. Sure, barely any enemies actually heal themselves, but it was piggybacked onto the DoT, so it wasn't just an empty button that never gets pressed *cough* Fluid Aura *cough*. There was no harm in just having that there and reaping the benefits for the few fights where it did matter, like Garuda EX.

    I'd love to see some of that come back. There are a bunch of status effects I think would be nice to piggyback onto other, more consistent tools for the fun factor. Add in Confuse, Toad, Disease, Slow, and Blind. Attach them to tools that already function, and let us think about applying those things to enemies in Bozja or Fates while still getting to find value in those abilities during more regulated content.
    (0)

  6. #66
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Absurdity View Post
    CC did have a place for a very very short time in early ARR dungeons, then SE nerfed them into the ground because people kept complaining about the difficulty and it simply became "pull everything and aoe it down" and consequently crowd control lost it's purpose.
    CC got removed because people were sleep-gating mobs. That in turn evolved into the standard two pack gates we see now.
    (0)

  7. #67
    Player
    Dzian's Avatar
    Join Date
    Feb 2012
    Location
    Ul'dah
    Posts
    2,837
    Character
    Scarlett Dzian
    World
    Sargatanas
    Main Class
    Bard Lv 76
    Quote Originally Posted by Kabooa View Post
    CC got removed because people were sleep-gating mobs. That in turn evolved into the standard two pack gates we see now.
    Partly true but the person you quoted was also right. People were complaining about cc being too difficult in a ton of early content..

    coil for example, with having to silence high voltage in turn 1 to having to heavy / bind the golem thing in t7 and sleep /repose something somewhere (its been so long.)

    Some of the primal to If I recall. Having to bind or heavy certain moogles to keep them away from the king.

    Even LotA where you had to silence ancient quakes, heavy those slime thingies to stop them reaching the boss. And various other stuff that alot of the early content had.

    Sleeping trash in dungeons was just a tiny part of the reason.
    (1)
    Last edited by Dzian; 06-02-2021 at 05:44 AM.

  8. #68
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by Dzian View Post
    Partly true but the person you quoted was also right. People were complaining about cc being too difficult in a ton of early content..

    coil for example, with having to silence high voltage in turn 1 to having to heavy / bind the golem thing in t7 and sleep /repose something somewhere (its been so long.)
    T1 ADS was a case of needing at least 2 jobs with silences in party when only 3 jobs had usable silences at that time. Future fights were designed so that such a situation would not happen again.

    Some of the primal to If I recall. Having to bind or heavy certain moogles to keep them away from the king.
    You never needed to do that versus Moogle Mog. The Primal CC problem was that Shield Bash allowed you to pretty much stun lock Ifrit HM forcing them to alter the way status effect resistance worked.

    Even LotA where you had to silence ancient quakes, heavy those slime thingies to stop them reaching the boss. And various other stuff that alot of the early content had.
    Ancient Quake was only silencable during the WoD trash fight with Xande's Clone (pretty much party just healed through it because no one knew that i could be silenced). You are more likely thinking of the Succubus trash mobs in LotA who turn out to have a silencable Fire II cast than no one ever messed with because it was easier to just dodge.

    The Spells that could be silenced used to be a mystery and for the most part handled by dodging or healing until they updated the UI to identify interruptible Spells and gave all of the tanks Interject and the ranged dps Head Graze.

    Sleeping trash in dungeons was just a tiny part of the reason.
    Sleeping trash was pretty much counter productive from the start. The most use it had in active content was in Wanderer's Palace where you would delay the fist Tonberry Stalker from spawning by sleeping the NPCs fighting at the start.
    (1)

  9. #69
    Player
    GrimGale's Avatar
    Join Date
    Sep 2013
    Posts
    1,112
    Character
    Grim Gaelasch
    World
    Moogle
    Main Class
    Scholar Lv 100
    So essentially CC was removed because it allowed players to manipulate the scripted battle events allowing them to control the pace of the battle to the point they could "cheese" mechanics. Same with SCH shields. Critlo-deployment could allow a raid to survive certain mechanics, so in order for players to "respect" the content they need their tools to be just strong enough to just jump through the hoops.
    (2)

  10. #70
    Player
    P0W3RK1D's Avatar
    Join Date
    Aug 2019
    Posts
    118
    Character
    Composa Dos
    World
    Lamia
    Main Class
    Scholar Lv 90
    Quote Originally Posted by GrimGale View Post
    So essentially CC was removed because it allowed players to manipulate the scripted battle events allowing them to control the pace of the battle to the point they could "cheese" mechanics. Same with SCH shields. Critlo-deployment could allow a raid to survive certain mechanics, so in order for players to "respect" the content they need their tools to be just strong enough to just jump through the hoops.
    pretty sure thats just the fault of the level designers. Even classeic final fantasy games encounters and boss battles arent that scripted.
    (4)

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