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  1. #161
    Player
    EgilTheStressedMage's Avatar
    Join Date
    Mar 2020
    Posts
    556
    Character
    Egil Vairemont
    World
    Jenova
    Main Class
    Black Mage Lv 90
    I had a Reaper in Malikah's Well who didn't know what a stack marker was. And the other day I had a single pulling Warrior, a Sage that stood in everything, and a Reaper that almost never applied their buff in Paglth'an. The Warrior even single pulled the mobs Tiamat hit. We were in there for almost forty minutes because we somehow wiped on the first and last boss. So if you guys are wondering why jobs are being gutted, it's because Yoshi wants these people playing this game, the rest of us can get hit by an asteroid. He clearly only wants money from customers who absolutely suck at the most basic of gameplay and who choose to suck. Probably because he doesn't want anybody being better than him at his own game. That's the only plausible reason I have, the other ones are just variations of Screw You I Have Money and loldon'tcare.
    (9)
    Last edited by EgilTheStressedMage; 06-27-2022 at 05:09 AM. Reason: always make more typos when mad lol

  2. #162
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by pikalovr View Post
    the worst part is that other games are adopting this thinking of make everything super easy or super accessible and homogenized most upcoming MMO releases are crossplatform with mobile which will greatly limit themselves for example, and more and more dev teams/companies don't even communicate with their playerbase or even understand how their game works. and it's sad cause we won't see any changes cause people won't do anything about it
    I don't think accessibility is the problem and shouldn't be casualty in making opportunities for gameplay depth / not super - homogenized. I am a huge proponent of accessibility (even if you have to wait for 'your turn' as the solution), yet I also regularly talk about what could make something feel special.

    I just don't buy into some of the more cheap ways to accomplish some of these feats like exclusivity, generic pain measures (0.05 % drop Yee... No safety nets!), or designs that solve technical depth with awkward designs like "skilled use of the ability will be potent but if you use it wrong you will have your chocobo's dung covered foot in your mouth for 10 seconds because you can't cancel it or remove the debuff yourself (read the old warrior mechanic, or diamondback). So I will be sometimes asking to remove something that might have depth, but I believe is generally a poor system (but usually suggest alternative systems to maintain whatever made them exciting- like I had made healer suggestions and thread to potentially maintain the healer theme while also addressing boredom some skilled players experience).
    (0)
    Last edited by Shougun; 06-27-2022 at 05:38 AM.

  3. #163
    Player
    Join Date
    Oct 2021
    Posts
    959
    Quote Originally Posted by Liam_Harper View Post
    Honestly, I'm pretty much done trying to argue with Sylphies and Ice Mages for more engagement on healers or more gameplay in general that rewards playing well. The game isn't for me anymore, the developers don't want me and I've accepted it.

    I've been doing what Yoshida said and playing other games and instead of the break renewing my interest in FF14 over time, it's actually killing it. There are some great games out there with actual challenge and after being treated like I have a functioning brain and being rewarded for it, I just can't force myself to come back here to faceroll Expert for tomes I don't care about or spend 1 minute flying over to an elephant and moving a crate 20 yards for my daily. Nor can I be bothered carrying awful players through content by playing my best in return for being resented as a filthy elitist.

    There's just no point. I literally only play FF14 for Savage raids and to run my FC now. That's it.
    Stay strong. Keep the faith. At duty's end, we will meet again. We will. We will.

    ;_;
    (9)

  4. #164
    Player
    pikalovr's Avatar
    Join Date
    Feb 2021
    Posts
    291
    Character
    Pikalovr The-shocking
    World
    Diabolos
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Shougun View Post
    snip
    and that is fine but as i brought up with for example tank stance why get rid of something like it and make it braindead for (accessibility) there's a difference betweenn making a game accessible, and making games OVERLY accessible. mobile MMOs would be considered an overaccessible game genre (auto-battle, quick-pickup, and auto equip best gear etc...) not to mention most fo the time combat is like 3-4 buttons and very rarely do you get more than that. honkai impact 3rd is a great example of a more actioney mobile game done right it knows the limitations on mobile and how to work around it to make the game able to hold more depth than most other gacha games. it has it's own problems sure but it has one of the best RTA battle systems so far for mobile. and they refined on it to make genshin impact which also had an extremely well recieved combat system for mobile.


    accessibility in the form of pity mechanics (guaanteed gear/mount after 99 runs) is typically fine cause you have proven you can do the content. pity mechanics like aglagia raids giving out free augment items to augment your tomestone gear is NOT a good pity mechanic. if you're going to have a vertical gearing system you don't want to sit there and basically say yeah that gear you just spent weeks progging for in savage? yeah we'll just allow you to get almost equal gear for no effort (don't @me ARs do not require effort). and don't even get me started on the fact savage gear can't even be usable to enter the next tier of savage on release.

    accessibility in for example making SMN the low skill floor/skill ceiling job for casters and keeping BLM as the higher skill floor/skill ceiling job (RDM would be the good middle ground) is fine. the issue is even the SMN job is dealing more average DPS than the middle difficulty job RDM which makes no sense to anyone. or the fact even across multiple roles BRD who is more support oriented and has a far more active playstyle than SMN is less average damage as well. (don't come @me with but muh phys ranged tax it's BS and we all know it at this point, all melee can almost achieve 100% uptime for little to no effort this tier). it's fine to have more accessible alternatives in each role as long as they're not on equal damage footing as the higher difficulty jobs. cause if not then you run into the issue hey why is this guy putting in 50% less effort and getting the same if not more DPS? having a simple to learn kit but allowing the options to expand on it further with more oGCDs or mechanics is fine. do you seriously think we need our full kits to clear anything below savages and some EXs? it would be great if we needed our full kit in ALL content but that'll never happen so adding more to do in the scenarios where you do need your full kit and knowledge of your job will not change anything.
    (2)

  5. #165
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by pikalovr View Post
    and that is fine but as i brought up with for example tank stance why get rid of something like it and make it braindead for (accessibility) there's a difference betweenn making a game accessible, and making games OVERLY accessible. mobile MMOs would be considered an overaccessible game genre (auto-battle, quick-pickup, and auto equip best gear etc...) not to mention most fo the time combat is like 3-4 buttons and very rarely do you get more than that. honkai impact 3rd is a great example of a more actioney mobile game done right it knows the limitations on mobile and how to work around it to make the game able to hold more depth than most other gacha games. it has it's own problems sure but it has one of the best RTA battle systems so far for mobile. and they refined on it to make genshin impact which also had an extremely well recieved combat system for mobile.


    accessibility in the form of pity mechanics (guaanteed gear/mount after 99 runs) is typically fine cause you have proven you can do the content. pity mechanics like aglagia raids giving out free augment items to augment your tomestone gear is NOT a good pity mechanic. if you're going to have a vertical gearing system you don't want to sit there and basically say yeah that gear you just spent weeks progging for in savage? yeah we'll just allow you to get almost equal gear for no effort (don't @me ARs do not require effort). and don't even get me started on the fact savage gear can't even be usable to enter the next tier of savage on release.

    accessibility in for example making SMN the low skill floor/skill ceiling job for casters and keeping BLM as the higher skill floor/skill ceiling job (RDM would be the good middle ground) is fine. the issue is even the SMN job is dealing more average DPS than the middle difficulty job RDM which makes no sense to anyone. or the fact even across multiple roles BRD who is more support oriented and has a far more active playstyle than SMN is less average damage as well. (don't come @me with but muh phys ranged tax it's BS and we all know it at this point, all melee can almost achieve 100% uptime for little to no effort this tier). it's fine to have more accessible alternatives in each role as long as they're not on equal damage footing as the higher difficulty jobs. cause if not then you run into the issue hey why is this guy putting in 50% less effort and getting the same if not more DPS? having a simple to learn kit but allowing the options to expand on it further with more oGCDs or mechanics is fine. do you seriously think we need our full kits to clear anything below savages and some EXs? it would be great if we needed our full kit in ALL content but that'll never happen so adding more to do in the scenarios where you do need your full kit and knowledge of your job will not change anything.
    I don't think difficulty to play the job should directly correlate to it's value, personally. Balance should be more in other terms, like what it can do or not do. Red Mage has fantastic support via raise and cure, it shouldn't be doing those in an ideal situation though. However, for SMN to be equal to RDM in damage and lessor in support sounds silly to me. SMN being slightly better than RDM given RDM has better support therefore is fine, even if RDM was a bit harder to play (though I don't think either job is the hardest, of course what content you're doing can have a heavy impact on challenge). You play the job because it's fun and the difficulty would be designed for different types of people's fun.

    In essence it's difficulty is not the end goal, it's simply ONE of the means to a goal.

    In terms of what is 'current' I do think the harder stuff should be generally a pack leader, but it would also depend on a few things- like relic imo while maybe a bit casual grindy shouldn't have a situation where it's bad in comparison to other current gear. If both of them take different forms of effort that's fine, just because one might be from hard content doesn't mean the other needs to sux lol. Or say I don't think there is any issue giving catch-up mechanics, relic process is nerfed, or you get echo and later epic echo, or even the moogle tomestone allowing players to easily get mounts from savage content.

    Generally I want players to play how they find fun, whatever that is. I don't think it's important that someone else did non-current hard content relatively easily, though hopefully the process to allow that step is smooth and well paced (so it can catch a lot of people on the way, and then there of course would be systems to allow you to go back up the stream if you really wanted- like min ilvl sync).
    (1)

  6. #166
    Player
    ReynTime's Avatar
    Join Date
    Jan 2015
    Posts
    1,677
    Character
    Princess Walk
    World
    Cactuar
    Main Class
    Thaumaturge Lv 100
    PLD, WAR, DRK, GNB
    WHM, SCH, AST, SGE
    DRG, MNK, NIN, SAM, RPR
    BRD, MCH, DNC
    BLM, SMN, RED

    19 JOBS because I excluded BLU. Nineteen. 3 roles. That's far more than enough to split job complexity while having at least one "easy to master" job per type. Having "braindead" jobs has never been the problem. It's wanting every job to be just as simple (except BLM because Yoshida likes it) so that 'anyone can master it' that is my biggest issue. If they're so against a fundamental aspect of japanese rpgs (trying out different party, gear and skill configuration for specific fights) just because they're afraid some jobs will be "banned" from party finder the least they should do is allow for varying degrees of job complexity so people can find a job they can have fun with. Not literally every player thinks rotations need to be jokes such as 6.0 SMN to have fun. There are players who feel great at mastering more demanding job play and your game offers very little of that outside of pvp.
    (14)

  7. #167
    Player
    DPZ2's Avatar
    Join Date
    Feb 2015
    Posts
    2,607
    Character
    Dal S'ta
    World
    Gilgamesh
    Main Class
    Bard Lv 97
    Quote Originally Posted by ReynTime View Post
    If they're so against a fundamental aspect of japanese rpgs (trying out different party, gear and skill configuration for specific fights) just because they're afraid some jobs will be "banned" from party finder the least they should do is allow for varying degrees of job complexity so people can find a job they can have fun with.
    That is only a fundamental aspect of single-player Japanese RPGs, mind you. SE has enough experience with so-called "banned jobs" by observing behaviors in their previous MMO, FFXI.

    [satire]Personally, I think that SE should go the way of Korean MMOs with levels of difficulty for jobs. Of course, they'll have to gender/race lock those jobs like every other Korean MMO I've played. So, you're forced to play a female Viera for the Reaper job, and then have to Fantasia to a male Hrothgar if you want to play as a Warrior. Makes sense to me ...[/satire]

    [For the reading impaired, the last three sentences are satire, and do not reflect the actual preferences of the author.]
    (1)

  8. #168
    Player
    Aurikai's Avatar
    Join Date
    Nov 2021
    Posts
    99
    Character
    Auri'kai Starfall
    World
    Faerie
    Main Class
    Bard Lv 90
    The balance doesn't even show up on Google when you search for dps rotations ffxiv, though it is a nice site, it's not substitute for in game training. Akhmorning is still out of date with no content, https://www.akhmorning.com/jobs/brd/. Those aren't single resource sites since they lack of items, quests, etc.
    (0)

  9. #169
    Player Soge01's Avatar
    Join Date
    Jul 2015
    Location
    Ul'dah
    Posts
    2,406
    Character
    Waira Amarilla
    World
    Faerie
    Main Class
    Black Mage Lv 100
    "Empty mind means having a good time!" - The person that broke Samurai, probably
    (9)

  10. #170
    Player
    pikalovr's Avatar
    Join Date
    Feb 2021
    Posts
    291
    Character
    Pikalovr The-shocking
    World
    Diabolos
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Soge01 View Post
    "Empty mind means having a good time!" - The person that broke Samurai, probably
    head empty shinten only
    (9)

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