The "friction" is completely made up by people who understand nothing about anything, and just want to complain about every minor inconvenience.

The "friction" is completely made up by people who understand nothing about anything, and just want to complain about every minor inconvenience.
Because an algorithm is hidden it doesnt mean people cant slowly figure out how it works and what it prefers so after a while people will start playing wrong in order to trick the algorithm into thinking they are doing good like that.
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.




Please note that this is a 4 year old thread from a time when there was a much bigger divide over how Expert dungeons should be run. As I noted in a similar thread that popped up recently, it's just not the same issue that it used to be. That this wouldn't be worth the work now as it'd be unlikely to change a thing.
~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~
Oh damn didnt notice.
Out of curiosity what was the issue with expert dungeons at the time?
Cause atm they are extremely linear and with most dps classes not really having any actual utility there isnt that much you can do to change how you do them, which also makes me wonder why there's some people asking for a M+ Equivalent in ff14 when there's literally very few things you can do differently since most jobs lack heavy utility, like what? Who aoes things slightly faster lol
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.




The dungeons themselves weren't actually that different at this stage, but the whole healers mustn't DPS and tanks must single pull sentiment was much more common place than it is now. I guess because it was more common to see a loosely gated dungeon allowing for somewhat dangerous long pulls back then.
And agreed, the current design approach just doesn't support higher difficulty dungeons at all really outside of just making things actually hit back more. Dropping the task of CC on healers would be a neat distraction from the current meta of mashing one of two buttons but I can't see them putting in the effort.
~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~
Seems like a weird suggestion. I mean, it might work. But the work to get this running compared to the benefits - if there would be any substantial ones - I don't see the need to implement it. I am convinced that overall, dungeons are primarily designed for players to progress with the story and to have chill activities with their friends. They are never hard, not even when it is about pulling stuff from wall to wall.
So while I do appreciate the thought behind it, actually, I am flat out against it. People mentioned a lot of reasons why this might not work. What we have now, does work very well indeed.
So it is with DPS parsers. Years went by without us being the worse for it. Not having something did for sure not have a bad influence. Might FF turn into a toxic MMORPG with parsers alone? I don't think so. But the more we get little pieces thrown in that are made to please elitist players, the likelier for this to happen. Thus me wanting those systems to stay how they are.
All tanks have to do is cast threat and all healers have to do is cast heal. It really is that simple for these two roles.
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