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  1. #1
    Player
    Supersnow845's Avatar
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    Aug 2021
    Location
    Gridania
    Posts
    6,599
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Gokki View Post
    I must say I disagree. FFXIV never focused on making complex damage rotations - in order to load that complexity on the content.

    If the rotations were difficult then the fights themselves can't be complex, reducing the fun aspect of them.

    The combat system is deceptively complex and demands perfect execution and optimization in order to compensate for mistakes that happen elsewhere, with harder fights having less room for that.

    Damage optimization while doing raid mechanics and coordinating with party is where the challenge is, not the individual aspect of your character.

    Bomb Logic, not Sword Logic.
    Except there is basically no compensation or correction anymore (same as there is basically no triage healing) you do the dance or you blow up. P12 is god awful for this.

    It also reduces the solution down to a single way to solve it. Think coils, their mechanics are way more simple but they have 10,000 ways to solve them in order to change your optimisation flow. Do you overshield allagen field and then release more towers quicker to get an easier next phase, do you bane tech the eggs which skips the enrage but makes juggling FOF in the corner harder, do you solve leafstorm with an LB3 or do the dance, who baits the renalds

    With super chain is 1 solution and if you get it wrong we all blow up. That raid design gets so stale because your optimisation is already done by a spreadsheet you just have to execute it
    (18)

  2. #2
    Player
    TBerry's Avatar
    Join Date
    Dec 2020
    Posts
    474
    Character
    Sakura Ichijo
    World
    Omega
    Main Class
    Bard Lv 100
    Quote Originally Posted by Supersnow845 View Post
    Except there is basically no compensation or correction anymore (same as there is basically no triage healing) you do the dance or you blow up. P12 is god awful for this.

    It also reduces the solution down to a single way to solve it. Think coils, their mechanics are way more simple but they have 10,000 ways to solve them in order to change your optimisation flow. Do you overshield allagen field and then release more towers quicker to get an easier next phase, do you bane tech the eggs which skips the enrage but makes juggling FOF in the corner harder, do you solve leafstorm with an LB3 or do the dance, who baits the renalds

    With super chain is 1 solution and if you get it wrong we all blow up. That raid design gets so stale because your optimisation is already done by a spreadsheet you just have to execute it
    Why does eberything always have tio be a competition?
    (0)

  3. #3
    Player
    ReynTime's Avatar
    Join Date
    Jan 2015
    Posts
    1,677
    Character
    Princess Walk
    World
    Cactuar
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by TBerry View Post
    Why does eberything always have tio be a competition?
    Nothing to do with "competition". It's called "player expression". A term that is alien to anyone who joined after 2018 and who never played any of the hundreds of video games where character rosters, abilities and builds exist. Being able to defeat an enemy or a boss more than 1 way without doing any exploit is a welcome flexibility that doesn't take ANYTHING away from people who don't care about that level of expression.
    This exists in many games, even offline FFs, and is part of why those games feel fun to play.
    (12)
    Last edited by ReynTime; 05-24-2024 at 09:02 PM.

  4. #4
    Player
    Supersnow845's Avatar
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    Aug 2021
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    Gridania
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    6,599
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by TBerry View Post
    Why does eberything always have tio be a competition?
    Literally what does that have to do with my comment

    My comment was about player choice about encounter design based on job design. What does that have to do with competition
    (3)

  5. #5
    Player
    TBerry's Avatar
    Join Date
    Dec 2020
    Posts
    474
    Character
    Sakura Ichijo
    World
    Omega
    Main Class
    Bard Lv 100
    Quote Originally Posted by Supersnow845 View Post
    Except there is basically no compensation or correction anymore (same as there is basically no triage healing) you do the dance or you blow up. P12 is god awful for this
    Come again?
    (0)

  6. #6
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,599
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by TBerry View Post
    Come again?
    In P12 you can’t account for someone else’s mistakes, you can’t heal someone who makes a mistake. If everyone doesn’t do the right thing then everyone dies. It’s just boring as hell. Triage is functionally useless in the modern fight because everyone has to play perfectly or everyone loses
    (9)

  7. #7
    Player
    Gember's Avatar
    Join Date
    Dec 2019
    Location
    Limsa
    Posts
    213
    Character
    Snow Fox
    World
    Zurvan
    Main Class
    Fisher Lv 58

    good ol...

    In P12 you can’t account for someone else’s mistakes, you can’t heal someone who makes a mistake. If everyone doesn’t do the right thing then everyone dies. It’s just boring as hell. Triage is functionally useless in the modern fight because everyone has to play perfectly or everyone loses
    Bring back vulns, and damage downs. Basically.
    (13)

  8. #8
    Player
    xivYuiM's Avatar
    Join Date
    May 2024
    Location
    Gridania
    Posts
    35
    Character
    Yui Moriyama
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Supersnow845 View Post
    Except there is basically no compensation or correction anymore (same as there is basically no triage healing) you do the dance or you blow up. P12 is god awful for this.

    It also reduces the solution down to a single way to solve it. Think coils, their mechanics are way more simple but they have 10,000 ways to solve them in order to change your optimisation flow. Do you overshield allagen field and then release more towers quicker to get an easier next phase, do you bane tech the eggs which skips the enrage but makes juggling FOF in the corner harder, do you solve leafstorm with an LB3 or do the dance, who baits the renalds

    With super chain is 1 solution and if you get it wrong we all blow up. That raid design gets so stale because your optimisation is already done by a spreadsheet you just have to execute it
    This is probably the best way to articulate exactly why coils is STILL the best raid series the team has ever made and how it is truly sad that most of the people playing this game will never get to see what they missed. Even with all of the QoL changes we have gotten since then, raiding has never been as fun as it was at that time.
    (8)

  9. #9
    Player
    Menriq's Avatar
    Join Date
    Aug 2013
    Posts
    583
    Character
    Meridia Astra
    World
    Maduin
    Main Class
    Bard Lv 100
    Quote Originally Posted by xivYuiM View Post
    This is probably the best way to articulate exactly why coils is STILL the best raid series the team has ever made and how it is truly sad that most of the people playing this game will never get to see what they missed. Even with all of the QoL changes we have gotten since then, raiding has never been as fun as it was at that time.
    Fun is always going to be subjective. Also, people seem to forget that there are indeed different strategies for different fights, but generally PF will push one to the top. Some mechanics will indeed be 1 solution based, but many others will have different ways of handling them. This includes P12S. Does this mean that every fight is perfect? Not at all. I was not a fan of all the body checks in this last tier. My hope is that they follow through with their stated goal of changing up encounters in 7.0, which will allow them to have more diversity with jobs come 8.0 to try and find a balance with encounter difficulty and giving jobs room to be much more individualized.
    (1)

  10. #10
    Player
    xivYuiM's Avatar
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    May 2024
    Location
    Gridania
    Posts
    35
    Character
    Yui Moriyama
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Menriq View Post
    Fun is always going to be subjective. Also, people seem to forget that there are indeed different strategies for different fights, but generally PF will push one to the top. Some mechanics will indeed be 1 solution based, but many others will have different ways of handling them. This includes P12S. Does this mean that every fight is perfect? Not at all. I was not a fan of all the body checks in this last tier. My hope is that they follow through with their stated goal of changing up encounters in 7.0, which will allow them to have more diversity with jobs come 8.0 to try and find a balance with encounter difficulty and giving jobs room to be much more individualized.
    It goes deeper than just having a mechanic be solvable by doing "we can dodge this move by doing X formation or Y formation!! Both are viable!!" It was more that doing some mechanics a certain way would often have a cascading effect on multiple things that followed in the fight and came with costs and benefits to each section. Also most of the raids were more than just "stand in circle arena and beat up boss". Not to mention like someone else said earlier, since ShB every encounter has been loaded with mechanics where one mistake from anyone = wipe. Before 4.0 it was (most of the time) possible to pick up the slack of your incompetent team members. If DPS got injured or even died at a crucial time it was possible for others to adjust and pick up the slack. Nowadays every mechanic just ends with a strict "is everyone alive and standing in their spot? no? wipe." and it forces PF to become extremely frustrating when you could literally have 7 people be robots that play flawlessly and all it takes is that one person to make a mistake and everyone fails. Or on the other end of the spectrum you could do 99 flawless runs and never clear because someone wants to drool on their keyboard and ERP while raiding and the ONE time you pass a roadblock then make a single mistake it instantly wipes everyone. Of course old raids had SOME mechanics that were like this but it was often the mechanic of the fight. (T9 divebombs for example)
    (6)
    Last edited by xivYuiM; 05-27-2024 at 08:31 PM.