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  1. #28
    Player
    Valknut's Avatar
    Join Date
    Jul 2014
    Posts
    107
    Character
    Agni Highwind
    World
    Excalibur
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Undeadfire View Post
    You're miss understanding.



    For me, I enjoy the game far more if I'm playing at a high potential gameplay. The competitive scene does exist in FFXIV.
    I'm not misunderstanding at all. The majority of people who have a problem with DRK are NOT high end raiders. Why would prog/speed clearing groups ever care about class balance? They care about what is the best and they pick what is best, and that is the end of that conversation. You don't run ANY% on a game and and just not use the best tools in your kit.

    Once again you seem to be forgetting your own enjoyment of the game. "Optimizing jobs to their max is a difference vs casually playing the job doing what you want pressing the buttons. Cooldown syncing is super important for your raid team, everyone using their burst on Crit increases, Damage increases at the same time during a boss mechanic downtime." Ya people have be doing this since the dawn of MMOs, its never been hard, want to know why its never been hard? Coincidentally burst windows always line up with one key element of the fight. A massive lull in boss mechanics. Which are scripted in this game, which makes it even less RNG dependent. You can chase top parses, you can enjoy it, but when your whole party is there to boost your dmg so you can have that top parse, maybe just maybe, it isn't really a great achievement.

    If you would like hard content though, the necromancer title is always up for grabs.

    Quote Originally Posted by Lyth View Post

    That's why job skill ceilings are so important. There will always be players who just want to see all the content and clear, and that's fine. It's the same reason why you have some characters with auto-aiming turrets in team-based FPS games. Yet you'll also have the odd person who wants to dedicate a lot of time to getting better, so that's why there are also high mechanical skillcap characters which take thousands of hours of practice to get good with. That variety is what we need to see in job design. You'll actually find that there are plenty of players who are willing to be bad at a hard job, just as long as they can keep practicing to reach that pinnacle of skill. It's also great from a streaming perspective, because when you have something that is widely recognized by the community as being uniquely difficult, players flock to see how the job can be played at the high end, and become inspired to do better.

    I think it's a mistake to simplify every job just to make them all accessible. We have plenty of tanks. PLD can continue to be a solid, reliable tank that requires good game sense but minimal mechanical skill to play well. That's perfectly fine. I also want to see higher effort, higher skillcap alternatives that we can choose from that are appropriately rewarded. But at the moment it looks like you have to play melee dps to get that.
    Simplifying jobs is all they have done every patch/expansion since HW. The game is pretty shallow when it comes to optimizations. I agree with what you have been saying in here.
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    Last edited by Valknut; 12-03-2021 at 07:57 AM.