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  1. #81
    Player
    Curemefi's Avatar
    Join Date
    Jul 2022
    Posts
    12
    Character
    Don Le
    World
    Kujata
    Main Class
    Summoner Lv 90
    Slow, I wish they would add more ocgd skills on shorter cooldowns.
    I really don't like too many oGDCs.
    (0)

  2. #82
    Player
    Bobby66's Avatar
    Join Date
    Jul 2019
    Posts
    947
    Character
    Paper Wait
    World
    Mateus
    Main Class
    Warrior Lv 70
    Quote Originally Posted by Curemefi View Post
    I really don't like too many oGDCs.
    I get this though at the same token ogcds are pretty much only things that makes the long gcd bearable.
    (1)
    Quote Originally Posted by Bellsong View Post
    Okay boomer.

  3. #83
    Player
    Semirhage's Avatar
    Join Date
    May 2015
    Posts
    1,704
    Character
    Nemene Damendar
    World
    Midgardsormr
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Bobby66 View Post
    I get this though at the same token ogcds are pretty much only things that makes the long gcd bearable.
    I'll take oGCDs as long as they're impactful and require thought. I'm not a fan of the glut of oGCDs we already have that require no decision making: Is the cooldown timer done? Press it.
    (5)

  4. #84
    Player
    Bobby66's Avatar
    Join Date
    Jul 2019
    Posts
    947
    Character
    Paper Wait
    World
    Mateus
    Main Class
    Warrior Lv 70
    Quote Originally Posted by Semirhage View Post
    I'll take oGCDs as long as they're impactful and require thought. I'm not a fan of the glut of oGCDs we already have that require no decision making: Is the cooldown timer done? Press it.
    I personally prefer higher APM playstyle which why I am a fan of GW2 ele builds.
    (1)
    Quote Originally Posted by Bellsong View Post
    Okay boomer.

  5. #85
    Player
    Curemefi's Avatar
    Join Date
    Jul 2022
    Posts
    12
    Character
    Don Le
    World
    Kujata
    Main Class
    Summoner Lv 90
    I really dislike too many long Cooldown skills. Instead why not making the skill usable after a set of skills/rotation. Or making it available when the specific "job" resource is sufficient. It's more manageable, smooth and fun that way.
    (0)

  6. 08-17-2022 11:44 AM

  7. 08-17-2022 11:54 AM

  8. #86
    Player
    Tulzscha's Avatar
    Join Date
    May 2016
    Posts
    275
    Character
    Tulzscha Abbith
    World
    Jenova
    Main Class
    Reaper Lv 90
    It could be a lot better.

    I quit the game around lvl 30 because it felt so slow and unresponsive. Came back and forced myself to keep going and it's better with more abilities but animation locks/delays are still awkward as hell. Second worst part of the game imo.

    Jobs not feeling complete until lvl 80+ is a huge problem especially considering how often the game scales you down for roulettes and fates. Losing abilities for anything feels awful every time. Worst part of this game imo.

    Combat mechanics are painfully basic and dull outside of some bosses. There just aren't enough meaningful ways to interact with enemies or the environment. Hit your dmg buttons and move out of orange (which you don't even have to do all the time), that's it. Utility is all but non-existent which is sad, that's a potentially huge area that could add a lot of depth to the game - hard cc, soft cc, playing outside of roles, having more varied ways to deal with more varied mechanics, etc.

    Job design is kind of a mess. The homogenization of jobs within roles sucks but helps with balance I guess. Healers having a billion abilities to heal that go unused in most content while they spam a single dps ability might be the worst part of FFXIV's job design. The majority of content doesn't seem to be designed with job abilities in mind.

    Most of the jobs I've played are just boring, all the challenge comes from executing your rotation through difficult raid mechanics; outside of raids they're very dull. At the same time some jobs aren't very intuitive.

    It's hard to explain but it's like abilities don't do enough mechanically, they're shallow. Sometimes there are too many abilities, sometimes too few, but either way they feel underwhelming to use much of the time. Melee combos are a good example: 3+ abilities you hit in sequence that deal some damage and that's it, then 2-3 more for aoe, then another sequence that spends a resource to deal some more damage and that's it. So many abilities to do the same thing with a different animation.

    My biggest gripe with the UI is not being able to customize buffs and debuffs more. It's not too bad.

    The gcd+ogcd combos feel good when they line up properly. Slide-casting feels great.

    I will say some of the most fun I've had with mmo combat was WoW's Affliction Warlock against 2-3 targets. You simultaneously have about 9 total debuffs to track across multiple targets, resources coming in randomly that you have to spend before they cap and ideally during buffs which are also random sometimes, the occasional bit of utility and filler spells when everything else is good. All that while dealing with raid mechanics. There was no static rotation and the abilities themselves were very basic but there were a bunch of things to pay attention to and juggle which is what made it exciting.

    Meanwhile in FFXIV everyone has a more or less fixed rotation with a fixed 2 minute burst window and the only changes come when a mechanic interrupts your rotation which usually ends up feeling bad due to how structured and busy the rotations are.
    (12)

  9. #87
    Player
    keichirou's Avatar
    Join Date
    Aug 2018
    Posts
    195
    Character
    Harunah Fae
    World
    Lamia
    Main Class
    Archer Lv 50
    Quote Originally Posted by Curemefi View Post
    It may be helpful to the devs too.


    also combat is boring and slow by today's standards basically this :

    Quote Originally Posted by Tulzscha View Post
    It could be a lot better.

    I quit the game around lvl 30 because it felt so slow and unresponsive. Came back and forced myself to keep going and it's better with more abilities but animation locks/delays are still awkward as hell. Second worst part of the game imo.

    Jobs not feeling complete until lvl 80+ is a huge problem especially considering how often the game scales you down for roulettes and fates. Losing abilities for anything feels awful every time. Worst part of this game imo.

    Combat mechanics are painfully basic and dull outside of some bosses. There just aren't enough meaningful ways to interact with enemies or the environment. Hit your dmg buttons and move out of orange (which you don't even have to do all the time), that's it. Utility is all but non-existent which is sad, that's a potentially huge area that could add a lot of depth to the game - hard cc, soft cc, playing outside of roles, having more varied ways to deal with more varied mechanics, etc.

    Job design is kind of a mess. The homogenization of jobs within roles sucks but helps with balance I guess. Healers having a billion abilities to heal that go unused in most content while they spam a single dps ability might be the worst part of FFXIV's job design. The majority of content doesn't seem to be designed with job abilities in mind.

    Most of the jobs I've played are just boring, all the challenge comes from executing your rotation through difficult raid mechanics; outside of raids they're very dull. At the same time some jobs aren't very intuitive.
    (3)
    Last edited by keichirou; 08-17-2022 at 01:45 PM.

  10. #88
    Player
    Gemina's Avatar
    Join Date
    Mar 2016
    Location
    Dravania
    Posts
    5,778
    Character
    Gemina Lunarian
    World
    Siren
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Bobby66 View Post
    I get this though at the same token ogcds are pretty much only things that makes the long gcd bearable.
    For some. I don't mind the little break here and there, and favor jobs with a lower amount of oGCDs, or have their oGCD on a proc system. I took to DNC like a fish to water because of this. High APM can still be ok for me to handle if the rotation is streamlined like SAM. On a job like AST where the oGCDs are akin to a large tin filled with butter cookies, I just tend to throw them out there coz... they're drifting... I guess.
    (0)

  11. #89
    Player
    Erinellza's Avatar
    Join Date
    Jan 2021
    Posts
    289
    Character
    Erin Ellza
    World
    Sagittarius
    Main Class
    Bard Lv 50
    I like FFXIV's combat in general.

    I love Red Mage the most because the skills flow well, the rotation is satisfying and I have extremely useful situational skills like Verraise so I can prevent party wipes!
    I also like Dancer and Bard (the latter improved a lot in EW) because the rotation depends on procs and I find that fun.

    However, I'm not fond of jobs with rigid rotations like Dragoon.
    Machinist also needs improvements because it lacks skills/mechanics.
    I really don't enjoy Summoner after the rework, having to press the same few buttons for many different skills is too boring for my liking.

    Never played healer and tank beyond lvl 30 so I can't say much about them but I know healers barely have dps buttons so I'm not interested.
    I know about the healer disappointment and I hope they will get improvements in 7.0!
    (2)
    Professional lurker.

  12. #90
    Player
    keichirou's Avatar
    Join Date
    Aug 2018
    Posts
    195
    Character
    Harunah Fae
    World
    Lamia
    Main Class
    Archer Lv 50
    Quote Originally Posted by Erinellza View Post
    I like FFXIV's combat in general.

    I love Red Mage the most because the skills flow well, the rotation is satisfying and I have extremely useful situational skills like Verraise so I can prevent party wipes!
    I also like Dancer and Bard (the latter improved a lot in EW) because the rotation depends on procs and I find that fun.
    i think casters and ranged works well with this type of combat.
    anything besides that(all melee),not really.
    (2)

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