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  1. #1
    Player
    Tetsujin's Avatar
    Join Date
    May 2015
    Posts
    180
    Character
    Thymos Helmsplitter
    World
    Ultros
    Main Class
    Monk Lv 90
    Quote Originally Posted by VelKallor View Post
    This is subjective at best and one persons opinion. Not one shared by many.
    Yeah, my thread, my PoV (as per the OP post), my opinion. I speak for myself. Opinion not shared by many my butt though, the longest going thread in the general since EW is literally questioning what the "lackluster" MSQ was... and I don't even think 6.0 was bad! Just what came after.

    Quote Originally Posted by Jeeqbit View Post
    Never said that, but DRK had a lot going on and to consider in addition to the actual tanking and actual fight mechanics, compared to PLD which was totally braindead compared to it. I don't think it was even close.

    To me, DRG was perfect in Shadowbringers (still kind of similar now tbh). I would be fine with BotD still existing or RNG on the hits. Unfortunately I think 7.0 will see it become a RPR clone.
    I think if anything the other tanking jobs should've been brought up to par instead of turning DRK into a WAR clone, or PLD/WAR should have been left as the easy tank for people who prefer less intensive classes. Poor DRK can' even hold a DoT now though, it's sad. I didn't have time to answer most of your points earlier, but generally, I don't think the bar should be lowered to the point it's underground. For people who literally can't read. Devs should have foresight instead of caving in to everything, I think it's incredible that if they do act this way, they only ever seem to cave in for things which makes their life easier, very sus. Or demands for cash shop items, lol.

    But yeah, players that do not read tooltips will still be bad now. They have no passion nor drive to even do the bare minimum. Why should we all be treated like 1st graders? They should not be the standard for whom the entire game is built around.
    (12)

  2. #2
    Player
    Igono's Avatar
    Join Date
    Apr 2016
    Posts
    16
    Character
    Sasuto Uchimaki
    World
    Diabolos
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Tetsujin View Post
    Snip because eating into my word count lol
    WDYM? DRK has two DoTs right now: Living Shadow + Salted Earth (heavy /s)

    I definitely agree with you a lot on this. Due to the skill level of the general playerbase, I do think it was good for the longevity of the game/enjoyment of most of their subscribers to "dumb down" the playstyle of jobs across the board. Using DRK as an example, I know it was frustrating for a lot of the casual playerbase because they couldn't even function in dungeons just due to the general skill level. That being said, now that they have established this new skill floor, I'd like to see them do something similar to what they have done for the playstyle of BLM; where it's a low skill floor to understand what to do, but a high skill ceiling in terms of per fight optimization. That is, and should always be, the design goal for jobs IMO.

    In addition to that, I really do think they should take a step back and look at what they have done in terms of job identity and feel in Crystalline Conflict/PvP. I have really only heard good things in regards to job identity/feel in PvP. DRK in PvP is the most DRK-y I've felt since Stormblood; I was very disappointed when I launched Shadowbringers on launch only to find out they reworked my favorite job to a WAR clone with more oGCDs. And then to further add salt into the wound, the two new classes they added in EW actually stole some of the old mechanics they removed from DRK that made it unique and fun (at least for me) among the tanks; primarily the faster GCD burst windows [RPR wraith] (old blood weapon) + an ability to change/augment other abilities [SGE] (Dark Arts). I don't think we'll ever see a return to stance dancing/the ability to augment or change mitigations/more involved tank mechanics but I'd at least like to see a return to more unique job design within roles. (Also, for any tanks missing the old feel of tanking, I'd highly recommend trying to prog DSR. It is the closest I have felt to how things used to be.)

    I understand their want to homogenize so there isn't a "meta" job for each fight/tier, but the path they are going down now leads to boring gameplay with no alternative within the same role. I say this as someone that was locked out of 50%+ of party finder listings just due to my choice of DRK as a tank for most of Stormblood (until world first UCoB clear had a DRK in the party and the community's mindset started to shift). I can only speak for myself on this, but I'd much rather be "locked out" of random party finders that are ran by meta slaves and have a job that actually feels fun to play than what we have now; jobs feel same-y and uninspired but are also fairly balanced.
    (7)

  3. #3
    Player
    Tetsujin's Avatar
    Join Date
    May 2015
    Posts
    180
    Character
    Thymos Helmsplitter
    World
    Ultros
    Main Class
    Monk Lv 90
    Quote Originally Posted by Igono View Post
    WDYM? DRK has two DoTs right now: Living Shadow + Salted Earth (heavy /s)

    I definitely agree with you a lot on this. Due to the skill level of the general playerbase, I do think it was good for the longevity of the game/enjoyment of most of their subscribers to "dumb down" the playstyle of jobs across the board. Using DRK as an example, I know it was frustrating for a lot of the casual playerbase because they couldn't even function in dungeons just due to the general skill level. That being said, now that they have established this new skill floor, I'd like to see them do something similar to what they have done for the playstyle of BLM; where it's a low skill floor to understand what to do, but a high skill ceiling in terms of per fight optimization. That is, and should always be, the design goal for jobs IMO.

    In addition to that, I really do think they should take a step back and look at what they have done in terms of job identity and feel in Crystalline Conflict/PvP. I have really only heard good things in regards to job identity/feel in PvP. DRK in PvP is the most DRK-y I've felt since Stormblood; I was very disappointed when I launched Shadowbringers on launch only to find out they reworked my favorite job to a WAR clone with more oGCDs. And then to further add salt into the wound, the two new classes they added in EW actually stole some of the old mechanics they removed from DRK that made it unique and fun (at least for me) among the tanks; primarily the faster GCD burst windows [RPR wraith] (old blood weapon) + an ability to change/augment other abilities [SGE] (Dark Arts). I don't think we'll ever see a return to stance dancing/the ability to augment or change mitigations/more involved tank mechanics but I'd at least like to see a return to more unique job design within roles. (Also, for any tanks missing the old feel of tanking, I'd highly recommend trying to prog DSR. It is the closest I have felt to how things used to be.)

    I understand their want to homogenize so there isn't a "meta" job for each fight/tier, but the path they are going down now leads to boring gameplay with no alternative within the same role. I say this as someone that was locked out of 50%+ of party finder listings just due to my choice of DRK as a tank for most of Stormblood (until world first UCoB clear had a DRK in the party and the community's mindset started to shift). I can only speak for myself on this, but I'd much rather be "locked out" of random party finders that are ran by meta slaves and have a job that actually feels fun to play than what we have now; jobs feel same-y and uninspired but are also fairly balanced.
    Bro... don't remind me. I initially thought Living Shadow might at least copy what the player does or do some interesting interaction. Nope.
    (0)