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  1. #41
    Player
    AngelCheese77's Avatar
    Join Date
    Sep 2017
    Location
    Gridania
    Posts
    1,002
    Character
    Bjartur Arnason
    World
    Coeurl
    Main Class
    White Mage Lv 97
    OP-

    We used to have more utility back in the day with putting mobs to sleep and helping with getting TP and mana back with songs.

    But then players and SE just streamlined the game so ppl just AoE and burn things down so such utility isn't needed anymore.
    (3)

  2. #42
    Player

    Join Date
    Jul 2017
    Posts
    3,327
    Quote Originally Posted by Imora View Post
    My DPS jobs have enough buttons, thanks.

    I don't want situational garbage. I hate wasting keybind space on stuff I'll never use in wow(looking at you cyclone, which I've used outside of PvP a total of twice this expansion), I don't want to waste my limited keybind space on it here, either.
    Limited keybind space? I do not play with a controller but I know for mouse and keyboard I have binds for days. As mentioned I get you disagree but I personally enjoy having situational utility with niche uses. Expanded tool kits have always been my jam.

    Granted I am an odd ball I also miss having to manage aggro as a dps.
    (1)

  3. #43
    Player
    Roeshel's Avatar
    Join Date
    Apr 2021
    Posts
    441
    Character
    Kael Yoshim
    World
    Cerberus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Roda View Post
    Silence is a thing, but it's more a quick time event for tanks.

    Also interrupts work well when they 1, have cooldowns, and 2, require group participation.
    Interrupts are not really Silence. Silence is the debuff that some bosses can cast like Glasya Labolas in crystal tower raids.

    I made a thread asking why is there little to no utility required in savage outside damage mitigation and shields. The common answer was: it is boring to solve a mechanic by using esuna or interject. So I guess this is why devs only focus on making interesting mechanics that you solve yourself + add some base raidwide damage so that healers are needed to clear the content.
    (0)

  4. #44
    Player
    ReynTime's Avatar
    Join Date
    Jan 2015
    Posts
    1,677
    Character
    Princess Walk
    World
    Cactuar
    Main Class
    Thaumaturge Lv 100
    They're not going back, unfortunately.

    XIV's original concept was almost like FFV's job system. You were encouraged to level multiple jobs since 1.0, not only because the game punished you for leveling only one by having exp fatigue or swapping jobs mid-dungeon to be an intended mechanic, but also with actions being completely cross-class and based on weapon skill points rather than "class". Then ARR came and that was streamlined to be "some actions can be cross-skills depending on the job". Then we got the excruciatingly BORING "role actions" system.

    The official reason is "balance". By which means "the closer every job effectively plays the same, the less likely it will be that players will not be excluded from high-end content due meta". It's not wrong, and it accomplishes the dumb balance, but it's also the most awful, superficial, boring, anti-JRPG and anti-Final Fantasy design decision ever conceived in XIV.

    And I didn't even touch on materia changes, or how XIV prior to the reboot had situational gear and point allotment that you could reset as well as elemental attributes. People love to defend this with "muh illusion of choice" argument, but those people probably haven't been playing proper jRPGs in ages, since that level of situational prep is a staple even in ARPGs like freaking Kingdom Hearts.
    The real reason those things are gone have nothing to do with muh illusion. They have everything to do with Yoshida's vision being that of a game "for everyone" rather than a game for "gamers/RPG fans". Hardcore players are left with savage and ultimate content, which in the grand scheme of things is only a small portion of the updates and has been rather rehashy since Stormblood, midcore get... deep dungeons, and casuals get the whole fat of it.
    People oversimplify pre 1.19's failure parrotting "nightmaaare" when it was pretty unique and ambitious on paper, but ruined by factors that had little to do with the concept of its features: Disjointed team with bad internal communication, company suits pushing for premature release, impossible profit expectations, Square-Enix's still very present exaggerated push for fireworks shows/visuals... And of course, the engine.
    Yoshida literally referred to it as "FF version of WoW", and that was his solution plain and simple. There never was this grand plan of making the game particularly unique or daring from a gameplay standpoint.
    Their main goal since has been to make the game "accessible". In their defence they're making a good job. It's probably the only MMORPG that achieves that. Everything but relics and high-end raids is designed to have both a "pick up and play" and "big chunks of progression in one session" feels to them.
    But the accessibility comes at a cost. The push against making players feel like they need more than one job (despite this being a game that boasts about its job change system), the completely vertical progression, the numerous catch-up shortcuts and the chore of repetitive brain-shutting daily roulettes being some of it.
    When it comes to XIV the only customization that is considered is aesthetic. Any build customization goes against what Yoshida's XIV is supposed to be. It will literally never happen.

    And to add my personal opinion, part of why I'm leaving after 6.0. The combat is not good. It's completely dependent on boss mechanics to have any level of variation. This makes fighting overworld monsters for quests/MSQ a huge chore, because the way you handle every. single. one. of them is exactly the same. This tedious "balance" of job actions and focus exclusively on peaking DPS the same way everywhere means without bosses every fight is literally the same thing. And frankly that was very poorly conceived. Even the most shallow jRPGs had, at the very least, some form of encouragement to make you handle enemies differently by type/size/behavior, even something as simple as "use this instead of this", instead of being a bunch of animated striking dummies that differ only in the particles they shoot. Some kind of situational battle prep WOULD be very welcome. But again, it will literally never happen. Not in XIV at least.
    (2)
    Last edited by ReynTime; 07-27-2021 at 04:22 AM.

  5. #45
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,862
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Awha View Post
    Granted I am an odd ball I also miss having to manage aggro as a dps.
    I miss having reason to pull aggro as DPS, from the ARR days when kiting was a thing (sick the tank on the ranged or focus target, and just have your Bard pull the rest and kite in tight circles around the focus target). Same with pulling adds off the healer and putting them on the tank.

    Hitting Diversion on CD, though? Nope. Not at all.
    (4)

  6. #46
    Player

    Join Date
    Jul 2017
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    3,327
    Quote Originally Posted by Shurrikhan View Post
    I miss having reason to pull aggro as DPS, from the ARR days when kiting was a thing (sick the tank on the ranged or focus target, and just have your Bard pull the rest and kite in tight circles around the focus target). Same with pulling adds off the healer and putting them on the tank.

    Hitting Diversion on CD, though? Nope. Not at all.
    Thing it was just not an aspect of hitting diversion on CD sure that was the action itself but having aggro be a group effort was a fun concept for me added to the general group dynamic.

    I do greatly miss aggro management and mitigation skills.
    (2)

  7. #47
    Player
    DPZ2's Avatar
    Join Date
    Feb 2015
    Posts
    2,610
    Character
    Dal S'ta
    World
    Gilgamesh
    Main Class
    Bard Lv 97
    Quote Originally Posted by Shurrikhan View Post
    At the lowest two levels of difficulty, perhaps, but the thing about WoW's dungeons is that they have more than the one difficulty level we have here in XIV. WoW instead has technically infinite difficulty levels in its dungeons, even if people are only really climbing up to the 30th (normal, heroic, and then up the mythic modifiers).
    Even in heroic dungeons there was little to no need for CC in WoW ... I did manage to play through a 10 year period beginning with BC, and noticed that particular.

    There is no 'mythic' dungeon in FFXIV, and, given the way gear is obtained from a variety of places outside of dungeons, I don't see that changing.

    As I said earlier - different games.
    (1)

  8. #48
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,862
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by DPZ2 View Post
    Even in heroic dungeons there was little to no need for CC in WoW ... I did manage to play through a 10 year period beginning with BC, and noticed that particular..
    Heroic dungeons are, again, the second lowest difficulty... out of 30+ (or 17 before ilvl reward caps). Heroic dungeons are rarely even mechanically differed from the leveling ("Normal") version, just scaled up to allow for higher ilvl rewards. Outside of BC and Cata, one hasn't doesn't even needed to understand their rotation for them.

    Granted, to say that CC played no part in Cata or BC, back when they were more serious endgame content or the pendulum had swung back from Wrath's overly easy ones, respectively... you'd have to have been massively overgeared.

    Quote Originally Posted by Awha View Post
    Thing it was just not an aspect of hitting diversion on CD sure that was the action itself but having aggro be a group effort was a fun concept for me added to the general group dynamic.

    I do greatly miss aggro management and mitigation skills.
    Same, I just feel that it was shallowed down to where it was more bloat (Diversion-on-CD) than mechanic. If it were instead more engaging, I'd love it.
    (1)

  9. #49
    Player
    DPZ2's Avatar
    Join Date
    Feb 2015
    Posts
    2,610
    Character
    Dal S'ta
    World
    Gilgamesh
    Main Class
    Bard Lv 97
    Quote Originally Posted by Shurrikhan View Post
    Heroic dungeons are, again, the second lowest difficulty... out of 30+ (or 17 before ilvl reward caps).
    Yeah, and 28+ of those difficulty levels are Mythic Dungeons of one kind or another, which aren't going to find their way into this game any time soon.

    Back in BC, when I started, CC in normal and heroic instances could be ignored in favor of selective targeting followed by 'sneaking around corners', no problem. I finished one such instance and was then taught the appropriate way to deal with CC in such instances with a massively undersized party consisting of two hunters and a shaman. Good times, but the wisdom imparted was ultimately wasted in succeeding expansions.
    (0)

  10. #50
    Player
    Valkyrie_Lenneth's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    8,038
    Character
    Lynne Asteria
    World
    Jenova
    Main Class
    Viper Lv 100
    Quote Originally Posted by Roeshel View Post
    Interrupts are not really Silence. Silence is the debuff that some bosses can cast like Glasya Labolas in crystal tower raids.

    I made a thread asking why is there little to no utility required in savage outside damage mitigation and shields. The common answer was: it is boring to solve a mechanic by using esuna or interject. So I guess this is why devs only focus on making interesting mechanics that you solve yourself + add some base raidwide damage so that healers are needed to clear the content.
    They used to be called silence. They were changed to interrupt with shadowbringers. Many of us still call them silences.

    In fact, plds spirit within used to inflict silence, and you had to be very careful on using it for dmg back in the old could t1 and T2 days.

    You could silence the 2nd boss in labyrinth (still can) on the knock back he does.
    (2)
    Last edited by Valkyrie_Lenneth; 07-27-2021 at 06:42 AM.

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