drag the mobs to them??
?_?
or exploit wall LoS...
we dont need to dumb the game down further
drag the mobs to them??
?_?
or exploit wall LoS...
we dont need to dumb the game down further
Oh come on, in no way is giving Tanks more tools for positioning mobs "dumbing the game down further".
In the heyday of MMOs actually making threatening Dungeon-style content, these sorts of tools were commonplace (WOW Death Grip, SWTOR literally "Grappling Hook", etc, etc, etc... not sure if the even earlier-gens like EQ and FFXI did anything similar).
It's a pretty basic design concept: "What if, instead of you moving to mob... mob move to — you???" (gasps of amazement)
And in, for example, current WOW, having tools like Grip, and using them effectively on the correct mobs, is definitely not a "dumber" experience than FFXIV Dungeons without such tools, lol.
The real problem with this idea is that FFXIV has gone out of its way to systematically remove the need for any kind of tactical thinking like this in content past ARR, so it would end up just being another button like Plunge And Friends that just gets spammed when it lights up to gain 100 potency because it has no other real use, or become a Role Action that sits collecting dust 99.9% of the time, like Repose.
The second problem is that FFXIV's client-server relationship was (probably) created by a volunteer middle school elective classroom, so just like Rescue, you'd probably have a high chance of Grappling a mob that was, in fact, already standing next to you... or the mob starting to move, then just rubberbanding back to where it started... or the mob getting stuck on some bizarre piece of terrain pathing, and not moving at all... or giving you an error message, or just fizzling, because the server decides "Please understand, we just don't have the resources to calculate this"... and so on.





I don't remember anything like that in EQ but tanks didn't pull there. Usually monks would pull because they could grab everything, get back to the group, then feign death at the tank's feet to drop all their aggro. Rangers would pull too, since they could snare the mobs to slow them. The tank picked a mob and the party attacked that while enchanters like myself used our crowd control abilities to keep the other mobs at bay until we were ready for them. And charm one of them into helping us fight his buddies.
I played actively about 10 years from launch so if they did add something later it was probably after my time.

Honestly in 10+ years of toad tongues I never had the problem you are describing, nor the rescue problem.The second problem is that FFXIV's client-server relationship was (probably) created by a volunteer middle school elective classroom, so just like Rescue, you'd probably have a high chance of Grappling a mob that was, in fact, already standing next to you... or the mob starting to move, then just rubberbanding back to where it started... or the mob getting stuck on some bizarre piece of terrain pathing, and not moving at all... or giving you an error message, or just fizzling, because the server decides "Please understand, we just don't have the resources to calculate this"... and so on.
On the other hand I agree with the first problem, ffxiv is pruning everything brain related, making every fight a Minesweeper.
Right now every mechanic can be solved with
1. move there / don't move there
2. stack with other (x4,x8)
No interaction with the environment, for example, thus an ability who help a positioning is useless 99% of the time.
IMHO, abilities with an utility ("intervene") should deal ZERO damage, exactly like the monk version, and I still don't understand why I have to use that in a rotation (I know, "for dps purpose" but it's conceptually wrong, they could reduce espiacion cooldown for example).
I have 10,000 needles,
I'm not a weaver,
and I'm not scared to use them.
Pardon my ignorance, but TBH what else is there to do?Honestly in 10+ years of toad tongues I never had the problem you are describing, nor the rescue problem.
On the other hand I agree with the first problem, ffxiv is pruning everything brain related, making every fight a Minesweeper.
Right now every mechanic can be solved with
1. move there / don't move there
2. stack with other (x4,x8)
No interaction with the environment, for example, thus an ability who help a positioning is useless 99% of the time.
IMHO, abilities with an utility ("intervene") should deal ZERO damage, exactly like the monk version, and I still don't understand why I have to use that in a rotation (I know, "for dps purpose" but it's conceptually wrong, they could reduce espiacion cooldown for example).
The community got bored with traditional raids and wanted boss platforms with no strongholds to traverse and routes to take and trash mobs to kill.
I cant see traditional raid style mechs/features being viable in platform/arena only type raid content other than the dodge this stack on that , play twister style gameplay.

Hmmm.Pardon my ignorance, but TBH what else is there to do?
The community got bored with traditional raids and wanted boss platforms with no strongholds to traverse and routes to take and trash mobs to kill.
I cant see traditional raid style mechs/features being viable in platform/arena only type raid content other than the dodge this stack on that , play twister style gameplay.
I don't think -anyone- asked for this.
my complaint stems from a degradation of the mechanics due to the implementation of duty support.
to avoid problems with artificial stupidity (A.S.) they removed all mechanics that could generate freedom and randomness.
This started hmmm I'd say after memoria misera EX, because I had to move Vaulthry and Titania EX. From time to time I could move Varis to avoid aoe.
After that they pruned a lot of mechanics in dungeons and trials, for example the use of "cannons" against the dragons in stone vigil, or the complete overhaul of steps of faith,
Now, this is not supposed to interfere with EX and Savage, right? We don't have a "Savage duty support". Still, if you watch how are the fight right now, it is clear they want to implement the feature in "the future".
As a Tank in endwalker I cannot move any boss, because
1. they are walls
2. they have fixed positions
and there is not a "special role" (use an item, move away a bomb, transform in something else) anymore.
I'm not saying "BEFORE there were a lot of amazing mechanics" but right now the role of the tank is only to take a tank burst, if there weren't tank burst you could go with 2 more dps and kill faster (because the emnity matters only for who take the hit).
I have 10,000 needles,
I'm not a weaver,
and I'm not scared to use them.
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