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  1. #121
    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 Stormpeaks View Post
    If everything is fine as it is and you just slow it down for the sake of slowing it down, it's basically artificial.

    Also no, both of those issues go hand in hand, if a fight is boring while it lasts 1.5 minutes, it wont be less boring because it lasts 4-5 minutes, it will be just as boring, but will be an even bigger bore.

    Either you fix both, or none.
    That's not what artificial means. Using your own logic, I can just as easily tell you that job design is fine as it is and attempts to adjust them in any way is artificial. Slowing the time it takes to complete these duties is not the intent behind implementing this feature, but it is a coincidence, which is why I understand how someone may not favor this change. But this isn't about feelings. It's about what is fair, and if you continue to fail to see this I cannot sympathize with your boredom.

    Now, if you want to talk about lack of engagement with the game, I am someone who takes issue with encounter design leading to lack of engagement. And I agree with you that job design and encounter design coincide with each other. One cannot be addressed without addressing the other. However, neither of these are the topic of this thread. I'm not asking for job design to be changed. I'm not asking for encounter design to be changed. I am specifically asking for the fights in this game to play out in order to make them more meaningful, especially to those who are new to the duties. I'm not thinking about myself. I am thinking about them, and have been this entire time. Do you understand this?

    There is a bit of a fallacy here though, and that is it is difficult to argue that encounters are not engaging if not allowed to see them through their entirety. If you want a relatable experience when it comes to job design, go out there and practice your rotation on a dummy. Get it down to where it is second nature. Then go out there and kill just a regular mob. What happens when you do this? The mob dies before you can even finish your rotation, doesn't it? Probably even before you can enter your burst phase. However, when you engage with a FATE boss, or your weekly mark, all of a sudden you can use your entire rotation and it feels so much better to be able to do this.

    If you want to put yourself in the same position as new players and players actively doing the roulettes with job design in mind, go out there and endlessly kill normal mobs that can't even survive your burst phase.
    (4)
    Last edited by Gemina; 11-30-2023 at 04:16 PM.

  2. #122
    Player
    Musashidon's Avatar
    Join Date
    Aug 2013
    Posts
    1,798
    Character
    Blackmage Vivi
    World
    Leviathan
    Main Class
    Gladiator Lv 100
    Quote Originally Posted by Gemina View Post
    It's about what is fair, and if you continue to fail to see this I cannot sympathize with your boredom.
    fair is opinionated your vision of fair is not the true use of fair someone else can see it completely difference.

    if you cannot see that i can't sympathize with your boredom.
    (1)

  3. #123
    Player
    xbahax92's Avatar
    Join Date
    Sep 2014
    Location
    Gridania
    Posts
    1,098
    Character
    Flan Vongola
    World
    Raiden
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Gemina View Post
    "Artificially slowed down"
    What does this even mean? It makes zero sense. And the reason(s) for this suggestion are all over this thread. Job design is an entirely different issue and has nothing to do with this. If you want to address the simplicity of job design, I suggest starting your own thread, or post in any of the active ones that are addressing it.
    I don't really understand why both issues cannot be addressed together. But one thing is for sure. If you change one thing that bothers you, the next year someone will ask for shorter fights and less HP in general because dungeons take to long.
    It's a player/skill issue when fights take absurdly long. We had this situation already and it looks like we're running backwards once again. Job design is as important as dungeon/raid design, I wouldnt exclude neither.
    (0)
    Last edited by xbahax92; 11-30-2023 at 10:09 PM.

  4. #124
    Player
    KenZentra's Avatar
    Join Date
    Jul 2020
    Posts
    116
    Character
    Ken Entheria
    World
    Goblin
    Main Class
    Botanist Lv 90
    Better Job design, and the time to kill an encounter do overlap. Over the years, early actions for Jobs have gotten buffs to potency as well as iLvl differences for early duties as opposed to end-game duties from that expansion. I think everyone agrees that all Jobs need a lot of work put into them ( and better yet a talent system ) to keep them feeling fresh and fun, but the topic at hand is syncing all duties so they do not die before anything happens, such as every Crystal Tower boss.

    I've tried doing minimum item level runs of LotA and it was extremely difficult, aside from no one actually knowing any of the mechanics, and we wiped several times to Bone Dragon of all things. Dullahan actually has a lot going on for it as well even if its on paper really simple. Minimum iLvl is of course too much to sync down to for regular play, but these two bosses alone do nearly nothing currently. I mean, that one big guy in Syrcus Tower literally does nothing before he dies. What difference is there between him currently and a wall with an HP bar? Which is more fun, a literal wall you need to break that does nothing but block your path, or a Boss that requires you to engage with it's mechanics?

    You can have a job with multiple ways of playing it, several different rotations you could choose from, with unique abilities, the whole works... but a fun Job with super engaging, interesting gameplay makes no difference when you do spend 1 minute or less fighting in an encounter before it is over.
    (6)

  5. #125
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,817
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    The job design is only a problem for some people and it really depends on the job, because some still play alright at lower levels while others are comparatively lacking. But it's never been about job design too much for me anyway. The fights are what matter to me. The only reason the rotation would need to be extremely complex is if the fights are that boring.
    (1)
    In other news, there is no technical debt from 1.0.
    "We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
    https://youtu.be/ge32wNPaJKk?t=560

    Quote Originally Posted by Jeeqbit View Post
    Want to know why new content will never last more than 20 minutes? Full breakdown:

  6. #126
    Player Ravenblade1979's Avatar
    Join Date
    Jun 2016
    Posts
    598
    Character
    Anastasia Minou-rose
    World
    Adamantoise
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Gemina View Post
    I was going to add "in 7.0" to the title, but we honestly don't need to wait for that. This is something quite simple that can be done even in a mid-patch update.

    I'm just so tired of bosses melting like butter on a hot skillet. In many of my roulettes tonight there were more new players than usual, and I felt bad that they couldn't experience the fights in their entirety. Advice that's given to them about mechanics that happen later in the fight are redundant because we don't even get there. It almost feels like they are punished for not being around when the fights were new.

    I'm not even asking for casual content to be more difficult. I would never do that. I'm only asking that the content be as difficult as it was intended. I believe this is fair for all players. And when I say ilv sync everything. I mean everything that is below current, but all of it. Failing groups have the echo if it really is that bad.
    I wouldn't mind all content be auto min ilvl including the overworld maps. I know this would make alot of casuals mad but who cares. It's bad when content can be melted outside of savages and ultimates.

    Actually lemme tweak. As they originally were to the point where higher gear wouldn't matter. However, they supposedly did this for older ultimates to "preserve" their difficulty but you can beat that with higher level gear
    (4)

  7. #127
    Player
    Panic_at_the_Discord's Avatar
    Join Date
    Oct 2020
    Posts
    32
    Character
    Red Earth
    World
    Siren
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Limecat View Post
    I'll agree, but only if all leveling is permanently removed and all gearing becomes glam-only.
    Guild Wars 1 bros, we're finally back.
    (2)

  8. #128
    Player
    Osteichthyes's Avatar
    Join Date
    Jan 2015
    Location
    Gridania
    Posts
    143
    Character
    Ashley Osteichthyes
    World
    Ravana
    Main Class
    Pugilist Lv 90
    I'd love for lvl sync to be more strict. I would suggest that it be the maximum ilvl that was possible for that patch, with exceptions for end x.0 content which I would put to 20 ilvls above the minimum. Enough to give some room for errors to occur, and for the fight to end in a decent pace, but not enough that the content becomes so easy that it's disengaging.
    (1)
    When you have lag, every action is an adventure.

  9. #129
    Player
    OgruMogru's Avatar
    Join Date
    Jun 2017
    Posts
    683
    Character
    Ogru Magnataraxia
    World
    Lich
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Panic_at_the_Discord View Post
    Guild Wars 1 bros, we're finally back.
    We never left <3
    (2)

  10. #130
    Player
    ForteNightshade's Avatar
    Join Date
    Oct 2013
    Location
    Limsa Lominsa
    Posts
    3,672
    Character
    Kurenai Tenshi
    World
    Cactuar
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Kranel_San View Post
    I'd agree to Ilvl syncing the last bosses of expansions, but that's only to give them an additional layer of epicness, immersion, and difficulty that the last bosses should be worthy of. However, anything else should not have an Ilvl sync because that would completely kill the sense of getting better gear in order to become stronger. What would be the point of getting 10+ ilvl gear if the boss or the dungeon would remain the exact same to me? I need to feel the difference, to know that I got better, stronger, and faster. The game should reward you for getting better, not just "Get ilvl to access X instance".
    I have ask. Does this really matter? We're already so comically overpowered for how they tune dungeons nowadays, do we really need to be even more overpowered? I can only speak anecdotally here but I like doing content for the mechanics not to rolfstomp it into the ground. Sure, that has it's fun but that's what unsyncing is for. I'd much prefer Weeping City going back to the days where Ozma could actually threaten you instead of being a joke. I dunno, I've never cared much for the "I need to FEEL super power" mindset. At least not when it comes at the expense of gameplay. It isn't like a single player game where old areas/content becomes a joke but there's still new parts to explore with high level enemies. Endwalker dungeons are almost as much a joke as ARR.

    So instead of a sense of progression, I just feel bored with the content.

    On the topic as a whole, I've often wondered if I'd have stuck around as a new player nowadays. It's hard to put myself in that position considering I can't just turn off eight years of "feeling" the game, so to speak. That being said, I do think XIV would be a tough sell for me as a new player specifically because of how absurdly easy everything is and how utterly boring the jobs are at those levels.
    (4)
    "Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
    "The silence is your answer."


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