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  1. #1
    Player
    Cetonis's Avatar
    Join Date
    Nov 2013
    Posts
    445
    Character
    Sana Cetonis
    World
    Adamantoise
    Main Class
    Bard Lv 100
    There used to be more, but "lower skill" players (re: half the playerbase) didn't press the buttons, so they got culled in the name of reducing button bloat. That, mixed with it being bad design to i.e. force healers to rely on their ranged pressing Refresh just to be able to operate.
    (7)
    Last edited by Cetonis; 07-18-2021 at 03:10 AM.

  2. #2
    Player
    Ralph2449's Avatar
    Join Date
    Feb 2021
    Posts
    221
    Character
    Iris Nakiri
    World
    Omega
    Main Class
    Black Mage Lv 80
    Quote Originally Posted by Rongway View Post
    Threat redirection: Enmity redirection isn't a thing anymore because enmity is really easy for a tank to maintain, and the only two people who need to redirect AoE are the tanks when they are performing a swap. Anyone other than the tank has to do literally literally 10x as much damage as the tank to pull aggro, and rather then bandaging bad secondary aggro management through non-tank cooldowns, the offtank should just learn to maintain secondary aggro so that a problem doesn't exist in the first place.

    immunity: BLM and NIN have personal shields. SMN has an AoE shield. The BLM and NIN shields used to be perfect defense actions, completely negating physical attacks outright, but these were deemed OP and changed to personal shields.

    20% DR: All rangers have an AoE 10% damage reduction; all casters have a 10% enemy magic debuff; and all melee DDs have a 10% enemy physical debuff.

    Personal heals: all DDs except BLM and SMN have at least one self heal. Melee DDs each have at least two.

    single target slow, AoE slow, CC, Speed boost: Boss fights are choreographed to fairly inflexible timers. Actions that can affect how a job's rotation lines up with a boss's attacks make for a much more variable end game experience, and the devs have expressed an interest in uniformity of experience to minimize the effect that variability has on a group's success or failure.

    AoE bind, dispel, stealth detection: we don't have these mechanics because if we did it would compel the inclusion of the specific jobs that have the actions necessary to handle the mechanics, and the devs have expressed an interest in not compeling specific party compositions.
    I know you gave a lot of example but all of them are literally spread across the jobs with none having that much, at least compared to the one class that has all those i described which is why the difference felt so big.

    Regarding slows and all I of course was not thinking of bosses in mind, more thinking of world or dungeon content where it would actually be useful since they wouldnt be immune to such things, completely understandable that they nerfed immunities, even in wow immunities are quite broken and often too strong so reducing them to DRs makes sense so they are way less abusable.

    Though by melee self heal i assume you mean second wind which can be nice but it definitely doesnt feel like some big personal healing cd considering the amount it heals and the huge cooldown.

    Interesting to see they are trying to avoid WoW's meta problem by not giving exclusive things to certain jobs, it does make sense, though dont we already have that in a way with ninja's trick attack or other dps damage boost abilities? Or do they all end up being around the same so at the end the result is similar at high end content?




    Quote Originally Posted by Cetonis View Post
    There used to be more, but "lower skill" players (re: half the playerbase) didn't press the buttons, so they got culled in the name of reducing button bloat. That, mixed with it being bad design to i.e. force healers to rely on their ranged pressing Refresh just to be able to operate.
    I am starting to understand their choice in the sense that WoW might have all that utility in a single class but their active dps gameplay is quite dumbed down to 4-5 buttons usually ignoring cds so you have a lot of space for random utility skills while in FF14 i was positively surprised by the depth of some of the dps gameplay, samurai for example at 80 is way more involved than any wow class in terms of dpsing gameplay and you cant master it in a few days unlike the vast majority of wow specs, and samurai even though it has mostly dps skills has already been filling most of my keybinds so i can imagine adding 10 more utility buttons would def cause a bloat but that comes at the expense on being highly focused on just dpsing and not helpful in other ways.



    Quote Originally Posted by Dyvid View Post
    The DPS jobs your are looking for are BRD, DNC, NIN, DRG, RDM. The game is designed on a scale; some jobs deal less damage but provide greater DPS boost to the party where as other provide zero party buffs but have the greatest DPS output.
    I was more thinking utility that can be beneficial to you and less buffing others.
    For some examples:
    -Having a strong heal cd that 30% +16% hot can help if there's some big burst and healer is unable to heal everyone fast enough so you survive because of your heal cd instead of depending completely on a healer aka another person, and I know melee get second wind but the heal feels kinda small compared to almost half your health heal.
    -If you ever have trouble with mobs or pulled two much being able to cc one, mass root or mass slow can be extremely useful for kiting until cds come back up
    -If you happen to be fighting a mob that has some type of enrage/buff you could dispel while soloing places like bozja or potd
    -And in group utility like that is always useful, tank pulled 2 much and cant handle? A mass root/slow can give them enough time to survive, healer used their dispel already you can use yours etc, all these are very different than just being a bottom buffer so they feel more impactful cuz you are making a difference at that moment.
    (3)
    The tryhard elitist is the person who is going to finish their 5 pieces on this created to be beaten """"challenge"""" and then complaint that the baby, slower or less dexterous person are a problem which not only is toxic but indirectly implies that doing this basic created to be beaten task faster is an """achievement""" of """great skill""" which helps to falsely boost the elitist's self worth as that is their true motive, if challenge was truly their desire they would relish in the chance to do more than the rest.
    The healthy person on the other hand will either let people finish their part or assist them for their self worth does not depend on solving basic puzzles created to be beaten, aka as a video game.

  3. #3
    Player
    Dyvid's Avatar
    Join Date
    Mar 2011
    Location
    Maelstrom
    Posts
    3,057
    Character
    Dyvid Pandemonium
    World
    Adamantoise
    Main Class
    Blacksmith Lv 90
    Quote Originally Posted by Ralph2449 View Post
    I was more thinking utility that can be beneficial to you and less buffing others.
    For some examples:
    -Having a strong heal cd that 30% +16% hot can help if there's some big burst and healer is unable to heal everyone fast enough so you survive because of your heal cd instead of depending completely on a healer aka another person, and I know melee get second wind but the heal feels kinda small compared to almost half your health heal.
    -If you ever have trouble with mobs or pulled two much being able to cc one, mass root or mass slow can be extremely useful for kiting until cds come back up
    -If you happen to be fighting a mob that has some type of enrage/buff you could dispel while soloing places like bozja or potd
    -And in group utility like that is always useful, tank pulled 2 much and cant handle? A mass root/slow can give them enough time to survive, healer used their dispel already you can use yours etc, all these are very different than just being a bottom buffer so they feel more impactful cuz you are making a difference at that moment.
    So in the beginning when 2.0 was still fresh that is kind of how we played; tanks mark targets and dps/healer CC the mobs and took them down one at a time. Once everyone started hitting end game (Level 50) however; the community found it was just faster to pick up two or three packs and AOE them all at once. Dev's noticed this and first started nerfing AoE but later decide to let the community decide on how they wanted to run group dungeons. Tanks decides on how much to pull, healer works on keeping tank alive, and DPS is kill everything as fast as possible. This might be different from what you are used to but it's just how we play the game.

    But it sounds like you are looking for of a solo type job. RDM has good self heals along with BLU though BLU was designed to be a side job.
    (3)

  4. #4
    Player
    DPZ2's Avatar
    Join Date
    Feb 2015
    Posts
    2,629
    Character
    Dal S'ta
    World
    Gilgamesh
    Main Class
    Bard Lv 99
    Quote Originally Posted by Ralph2449 View Post
    I was more thinking utility that can be beneficial to you and less buffing others.
    For some examples:
    -Having a strong heal cd that 30% +16% hot can help if there's some big burst and healer is unable to heal everyone fast enough so you survive because of your heal cd instead of depending completely on a healer aka another person, and I know melee get second wind but the heal feels kinda small compared to almost half your health heal.
    -If you ever have trouble with mobs or pulled two much being able to cc one, mass root or mass slow can be extremely useful for kiting until cds come back up
    -If you happen to be fighting a mob that has some type of enrage/buff you could dispel while soloing places like bozja or potd
    -And in group utility like that is always useful, tank pulled 2 much and cant handle? A mass root/slow can give them enough time to survive, healer used their dispel already you can use yours etc, all these are very different than just being a bottom buffer so they feel more impactful cuz you are making a difference at that moment.
    If you're talking about open world mobs, etc., the answer is Level Up Your Chocobo Companion.
    You can get a nice regen and periodic heals from Chocobo as Healer.
    You can get a nice tank to draw aggro from Chocobo as Tank.
    You can get assistance taking down group mobs from Chocobo as DPS.

    With enrage, you either beat the timer or you don't. Imagine the power of a job if it had the ability to reset or delay the enrage timer in a boss fight. Now imagine not being able to use that power if you can do so in non-group content.

    All of the 'roots' that various DPS have are nullified by AoE attacks -- and with mobs of attackers, you should be using them constantly.

    As an aside, Bard has 'roots', 'slows' and 'dispel', as well as buffs -- all at the cost of some of the lowest DPS of any job.
    (1)