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  1. #181
    Player
    Jirah's Avatar
    Join Date
    Aug 2017
    Posts
    1,870
    Character
    Jira Dal'riata
    World
    Ultros
    Main Class
    Bard Lv 100
    Quote Originally Posted by DrWho2010 View Post
    playing this game is also not a job it's supposed to be for fun. some people just take playing this game way too seriously.
    My god I’m sick of this low hanging fruit of “people take this game too seriously” whenever someone discusses difficulty. It’s a multiplayer game and if your not even trying your holding everyone back, from the easiest dungeon to Ultimate. If your so lax I recommend only do trusts or go play a single player game where no one relies on you…..or play DPS
    (12)

  2. #182
    Player Caurcas's Avatar
    Join Date
    Jan 2020
    Posts
    1,527
    Character
    Caur Kagon
    World
    Siren
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by DkFusion View Post
    Hurt the "Game" is a bit of an exaggeration. Hurting optimized/strong players with injected boredom...sure, maybe. While I didn't go through all 12 pages, this has been explained in pretty great detail already. There are 2 key factors on why you feel like complexity in job rotation has been tuned out over time:

    1) Developers have stated that they do not feel it is healthy for the game to continue to develop more difficult encounters mechanically while also continuing to make playing the class more difficult. This ends up raising two ceilings and is likely factored by percentages that clear difficult encounters. This has always been a thing in all well grounded, developed MMO's.

    2) Class complexity has to be balanced around "adding more to the class" each expansion. If you have some highly tuned class with a large ceiling running 200 apm you don't leave a lot of room to "added more buttons". I'm not saying they're doing it right, wrong or the other, but it is easy to see how it can become a logistical nightmare, and one where there are 100,000 indians with their own idea of what's "good" -> Tanks are a prefect example.

    I'm definitely not countering your point, but they are definitely things that need to be considered. Personally I'm neither here nor there. The reason my neutral thoughts is this complaint doesn't come from a spot of progression but instead from optimization and parsing.
    The system where aggro management was split between the tanks amd the party was objectively an easy system, but an engaging one with how it interacted with encounters. Same as stance dance and having multiple combo paths. These were easy and approachable mechanics in SB that SE felt they had to remove for the lowest common denominator.
    (2)

  3. #183
    Player
    Silver-Strider's Avatar
    Join Date
    Mar 2015
    Location
    Gridania
    Posts
    1,753
    Character
    Silver Strider
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Caurcas View Post
    The system where aggro management was split between the tanks and the party was objectively an easy system, but an engaging one with how it interacted with encounters. Same as stance dance and having multiple combo paths. These were easy and approachable mechanics in SB that SE felt they had to remove for the lowest common denominator.
    NGL, I miss playing chicken with aggro on my MNK.
    (0)

  4. #184
    Player
    technole's Avatar
    Join Date
    Jun 2014
    Location
    Gridania
    Posts
    1,974
    Character
    Thea Sitori
    World
    Gilgamesh
    Main Class
    Scholar Lv 72
    Quote Originally Posted by DkFusion View Post
    Hurt the "Game" is a bit of an exaggeration. Hurting optimized/strong players with injected boredom...sure, maybe. While I didn't go through all 12 pages, this has been explained in pretty great detail already. There are 2 key factors on why you feel like complexity in job rotation has been tuned out over time:

    1) Developers have stated that they do not feel it is healthy for the game to continue to develop more difficult encounters mechanically while also continuing to make playing the class more difficult. This ends up raising two ceilings and is likely factored by percentages that clear difficult encounters. This has always been a thing in all well grounded, developed MMO's.

    2) Class complexity has to be balanced around "adding more to the class" each expansion. If you have some highly tuned class with a large ceiling running 200 apm you don't leave a lot of room to "added more buttons". I'm not saying they're doing it right, wrong or the other, but it is easy to see how it can become a logistical nightmare, and one where there are 100,000 indians with their own idea of what's "good" -> Tanks are a prefect example.

    I'm definitely not countering your point, but they are definitely things that need to be considered. Personally I'm neither here nor there. The reason my neutral thoughts is this complaint doesn't come from a spot of progression but instead from optimization and parsing.
    Dev team found their footing with Alex Creator Savage, ever since YoshiP has been content with the bar being set at that level for savage difficulty, as the clear rates satisfied them. This was at the time when stance dancing was a thing on healers, tanks, and ranged. It's more of they have always followed how players played the game and adjusted to a play style.

    Like they really started to pick up that good players realized tank stance was a crutch after getting aggro. Or that the really good groups with dark knights always had ninjas. Healing tanks was a non-issue because you were always tank swapping after busters to get the most mitigation possible between both tanks. This still applies today. First tank uses living dead, the next one will hallowed ground, etc.

    As for jobs, when you have this many, you can't really redesign every job's buttons for the next expansion, so you just go with the addition. For rehauls, you have to pick and choose, and Summoner was a prime target. Then you have jobs like Black Mage that already were pretty fluid in SHb, and the new skill(s) you add give it a better of quality of life. They also found a footing on doing adjustments in SHb, just adjust potencies and numbers to get things right instead of making actual skills changes whenever possible.
    (0)

  5. #185
    Player
    kaynide's Avatar
    Join Date
    May 2014
    Posts
    2,881
    Character
    Kris Goldenshield
    World
    Tonberry
    Main Class
    Gladiator Lv 100
    Quote Originally Posted by Jirah View Post
    My god I’m sick of this low hanging fruit of “people take this game too seriously” whenever someone discusses difficulty. It’s a multiplayer game and if your not even trying your holding everyone back, from the easiest dungeon to Ultimate. If your so lax I recommend only do trusts or go play a single player game where no one relies on you…..or play DPS
    If you as a group are clearing the content in a random PUG, regardless of how bad you're doing, you're playing the game "good enough" for the devs. They are well aware..extremely in tune with the idea that if they made it much harder, people would quit. Simple as that. I have no idea why people can't grasp this when there are obvious clear reasons the devs have stated for not wanting most of the game to be that hard to do.

    This is a "Disneyland" MMO. Everyone gets to wait in line and do the 95% kiddy rides like the pirates or small world. There are even a few more intense rides that are not for everyone. You're welcome to do those, and even make your own group to get an optimal experience. Disneyland wouldn't succeed as a park if it was 95% extreme roller coasters. Same deal here.
    (6)
    Last edited by kaynide; 02-06-2022 at 12:50 AM.

  6. #186
    Player
    Pyro2hell3's Avatar
    Join Date
    Jul 2015
    Posts
    138
    Character
    Lenneth Valk
    World
    Lamia
    Main Class
    Monk Lv 90
    Honestly alot of the complexities people say they are dumbing down the game by removing are things resulting from bad design choices such as cleric stance. or something players came up with to get around bad design choice. only reason stance dancing even became a thing was to get around the fact that tank stances used to reduce your damage output
    (7)
    becoming my enemy would be unwise

  7. #187
    Player Caurcas's Avatar
    Join Date
    Jan 2020
    Posts
    1,527
    Character
    Caur Kagon
    World
    Siren
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Pyro2hell3 View Post
    Honestly alot of the complexities people say they are dumbing down the game by removing are things resulting from bad design choices such as cleric stance. or something players came up with to get around bad design choice. only reason stance dancing even became a thing was to get around the fact that tank stances used to reduce your damage output
    To remove systems to make a game easier is the definition of dumbing down.
    (5)

  8. #188
    Player
    StriderShinryu's Avatar
    Join Date
    Sep 2015
    Location
    Coeurl
    Posts
    1,323
    Character
    Alexalea Snowsong
    World
    Coeurl
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by kaynide View Post
    If you as a group are clearing the content in a random PUG, regardless of how bad you're doing, you're playing the game "good enough" for the devs. They are well aware..extremely in tune with the idea that if they made it much harder, people would quit. Simple as that. I have no idea why people can't grasp this when there are obvious clear reasons the devs have stated for not wanting most of the game to be that hard to do.

    This is a "Disneyland" MMO. Everyone gets to wait in line and do the 95% kiddy rides like the pirates or small world. There are even a few more intense rides that are not for everyone. You're welcome to do those, and even make your own group to get an optimal experience. Disneyland wouldn't succeed as a park if it was 95% extreme roller coasters. Same deal here.
    Absolutely. Every single time the developers are asked questions about the game, there's always someone (or multiple someones) who asks for harder content or more hard content or more complex class designs. They answer this. EVERY. SINGLE. TIME. In fact, in the pre-EW press they explicitly addressed class design not going back to it's HW state. They've heard the arguments, and it's something they've considered and addressed with plans for additional Ultimates, DR Savage, solo fights in Bozja, a new Deep Dungeon, etc. They know the game they are making, and the game they are making is seeing massively increasing numbers. You don't have to like the game they are making, of course, but it's the game they are choosing to make.
    (9)

  9. #189
    Player Kolaina's Avatar
    Join Date
    Sep 2013
    Posts
    1,070
    Character
    Hazy Dreams
    World
    Balmung
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Jirah View Post
    or play DPS
    Or just stick with the Trusts thing. Had a RDM last night really wasn’t holding their own. I get the same expert dungeon every time I play. I as whm, and my spouse as RDM as always when we queue up. This run took us nearly 10 minutes longer than usual. No embolden. No acceleration. Just the basic 1,2,1,3 rotation all run from the PUG RDM.

    When I get home from work at midnight, my spouse as well, 10 minutes can make a difference in doing 1 roulette or 2.

    Respect peoples time.
    (9)

  10. #190
    Player Rinhi's Avatar
    Join Date
    Dec 2020
    Location
    Gridania
    Posts
    938
    Character
    Rinh Neftereh
    World
    Excalibur
    Main Class
    Monk Lv 90
    Quote Originally Posted by Kolaina View Post
    Respect peoples time.
    no because

    Quote Originally Posted by Lieri View Post
    It promotes the culture of have fun however you like in our game.
    (10)

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