Don't forget about this thread, devs need to acknowledge it.
Don't forget about this thread, devs need to acknowledge it.
The gap isn't just skill, it's a whole lot of sandbagging and not caring. Why would that not happen? There's disturbingly little meaningful combat in XIV and just about all of it allows you to effortlessly fail your way to success.They want to lower the skill gap but don't understand why it exists so they simply go back to the basics and start taking off body parts and see how many it takes before the guy missing two legs finally catches up.
These types of people are going to show up and sandbag glamours no matter how many skills you lob off of Samurai, because they don't care, XIV gives them no reason to care.
I personally wouldn't mind if they adapted PvE to be more slim and dynamic ability wise, like PvP but it's not going to solve the content problem or inspire people to play better.
Last edited by Mapleine; 06-30-2022 at 10:21 AM.
"bu-but my MSQ should require no effort or player interactions why should i learn my job to complete the story in a MMORPG other games don't force me to learn them to complete it"-the average current game state defenderThe gap isn't just skill, it's a whole lot of sandbagging and not caring and it's not difficult to see why. XIV is barely a game a lot of the time, the paper thin content we've been asked to be shored up since Heavensward isn't doing the job of motivating the same way anymore.
MSQ is text boxes, walking to a black circle and killing 2-3 fodder mobs riding/flying across an empty valley with nothing of interest in it and repeating for a couple hundred of hours. There's not really a game to speak of.
Then you hit post-MSQ and little changes, gear is still awful, dungeons are still all identical and mindless, all the paper thin progression you have is 4 bosses for 8 months and like everything in the game: the difficulties present are very easy and hard, with nothing in the middle.
We have a selection of jobs, including a full role, that are so easy to play that going much further would require Square developing auto-cast systems. Maybe we could try adding interesting, exciting new content instead of another confused job revamp? Please?
Originally Posted by Someone
Just because other players play the game. Does not mean you got to be mindful, or careOriginally Posted by Someone 2
The problem ISN'T healers rotation is busted or boring...
FFXIV is the opposite of WoW. Far too much focus on making sure casual players have accessibility to all content with only the bare minimum amount of effort required. Leaves a huge gap in between casual and hard difficulty content. Especially when that casual content doesn't really take the opportunity to teach you how to play your job role and such.
Last edited by Soge01; 06-30-2022 at 01:16 PM.
it also doesn't help when actual good suggestions like a hall of the advanced and a hall of the expert basically get ignored which would teach people more of the nuances/tricks of their jobs and advanced rules of their role like for tanks how to grab a mob while running or how to position bosses for mechanics (which would hopefully at least give us back our responsibility of moving bosses)FFXIV is the opposite of WoW. Far too much focus on making sure casual players have accessibility to all content with only the bare minimum amount of effort required. Leaves a huge gap in between casual and hard difficulty content. Especially when that casual content doesn't really take the opportunity to teach you how to play your job role and such.
That moment when even Ultimate isn't enough to fully engage TWO Healers. . .
While the spell most frequently cast in that solo heal of the hardest content in the game is their DPS filler spell. That also makes it every single ultimate able to be solo healed.
But nope, there's nothing wrong with encounter design or Healer Role design. (heavy /s)
This is nothing more than another example of how badly the healing role is disposable and diminished.
Last edited by Deceptus; 06-30-2022 at 08:33 PM.
Man, seems like they should get a new healer battle designer... oh wait.That moment when even Ultimate isn't enough to fully engage TWO Healers. . .
While the spell most frequently cast in that solo heal of the hardest content in the game is their DPS filler spell. That also makes it every single ultimate able to be solo healed.
But nope, there's nothing wrong with encounter design or Healer Role design. (heavy /s)
This is nothing more than another example of how badly the healing role is disposable and diminished.
I went and played DSR(and still am).
Most of the time I spend pressing 1 button on my keybord. It took some getting used to, compared to what I usually do in raids or dungeons, but I figured it out eventually.
Sometimes I have to refresh my DoT on TWO targets. I feel enormously challenged by that. Please remove healer DoTs next expansion.
Having most of my single-target oGCDs not work on Haurchefant because they are party members only, is also very thrilling.
What I like the most though, is planing Earthly Star and Macrocosmos to places where they deal most DPS, like on the phase 5 meteors, because their healing capabilities are just a minor addition to see more numbers on my screen, when they go off. I like how especially Macrocosmos is such an awesome tool for healing the party back up during those meteors. As a healer I definitly feel those skills are prioritized correctly. Imagine actually requiring them primarily for healing because party burst damage being high or something - unthinkable.
Also healing in general is very overwhelming for me too. Most heal checks are mitigation based, so I feel even more challenged than ever, juggling all those group mitigation tools I have. Being able to shield my party once every two minutes, and reducing party member damage with my Collective Unconscious by 10% every minute, has me absolutley on the edge. With all of those two skills I feel like I am an invaluable asset to my party as well.
What I like the most though are all the instances where I need to burst-heal my party back up in an instant, because let's be honest - downtime between heavy hitting AoEs being 10+ seconds is so narrow, I sometimes fear dying from a heart attack. Such tension.
Last edited by Xelanar; 06-30-2022 at 11:15 PM.
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