Page 2 of 6 FirstFirst 1 2 3 4 ... LastLast
Results 11 to 20 of 57

Thread: ARR was better

  1. #11
    Player
    Xaphire's Avatar
    Join Date
    Aug 2013
    Posts
    215
    Character
    Aeonna Calvados
    World
    Ultros
    Main Class
    Reaper Lv 100
    The only dungeon that was any harder was pharos sirius on launch, owing to people being as bad at the game then as they are now. None of the raids were harder and all the mechanics were significantly *less* complex.

    Lol at the hunting log thing. Killing 10 of x in a zone once per class keeping the overworld alive. Okay dude.
    (10)

  2. #12
    Player
    PintyMcEars's Avatar
    Join Date
    Apr 2022
    Location
    Limsa
    Posts
    111
    Character
    Azara Stormleaf
    World
    Phoenix
    Main Class
    Dancer Lv 100
    Quote Originally Posted by sindriiisgaming View Post
    the systems i mentioned WERE and ARE objectively better. shb ruined all of the overworld complexity.
    You mean subjectively.
    (8)

  3. #13
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,528
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    Quote Originally Posted by sindriiisgaming View Post
    Jobs had identity
    Well they plan to address that so all we can do is wait.
    Hunting log and the Hunt kept the overworld alive
    Hunts still exist, and still keep the open world alive with S rank spawning and hunt trains. You can spot map parties all around the place usually, too, or people doing beast tribe quests. In EW and ShB people farm for shared FATE ranks or bicolor gemstones or old quests. And gatherers still do stuff.

    What really kept the world alive was using FATEs to level instead of other methods. At this point in the game, we have so many zones that they are spread thin, so it's only gonna have a lot of people in if there are events driving everyone there like a new relic step, Yo-kai Watch, or new bicolor gemstone rewards. And SE does do these sort of things sometimes.
    The relic was harder, involved the over world and HAD a gil sink, AND dungeons even contained some of the pieces, AND crafters could make money selling the weapon needed
    That's going to be fixed in Dawntrail, where we'll have a Field Operation. The field operation area becomes like the open world in that it's the area that becomes busy, with social interaction and lots of players doing FATEs. They are planning to have two ways to do the relics so likely one of them will involve old content like the open world too.
    Things weren't handed to you (you had to work a lot harder to clear content and save allowances)
    Well some things are handed to you now, but not everything. There are still grinds and high-end content.
    The raids were harder and had more complex tank/healer mechanics
    They are going back to their ARR/Heavensward content design philosophy of unique role mechanics like a tank or DPS doing something separate to other party members, smaller hitboxes, etc.

    I think main way in which it was harder was not having cast bars a lot of the time, lack of telegraph marks, needing to anticipate heavy damage on a tank instead of clear tank buster casts, not being able to go purely off cast bars to recognize mechanics a lot of the time and being more punishing to healers, combined with the job design of lack of OGCDs. Job design was part of it.

    I could throw in the different arenas but a lot of them are still circles, squares or rectangles beside the first tier.

    In any case, I'm not sure to what extent they'll go back to that design ever, but we know certain things like unique role mechanics and smaller hitboxes are likely to be addressed.
    The dungeons were harder (lost city of amdapor anyone?)
    This is why the basic auto attacks of enemies should still make the healer need to heal like it did in that dungeon.
    levequests had meaning
    Grand company was useful
    Glamour system was more robust
    Elemental attributes on gear
    Not really.
    (3)

  4. #14
    Player
    Nebelheim's Avatar
    Join Date
    May 2014
    Location
    Ul'dah
    Posts
    769
    Character
    Lilisette Lufaise
    World
    Leviathan
    Main Class
    Red Mage Lv 100
    There are times when I miss the arr-hw era of ff14 but some of the jank like requiring 20 stacks of different glam prisms and saying it was more robust and some of the other things you mentioned sounds like your over glorifying some of the jankiness as somehow making the overwolrd or game feeling more alive. When it comes to leveling I prefer running dungeons over fates but art the time fates gave more xp. The hunt log for each job was a once and done thing that was forgotten about. Elemental materia was useless and stat allocation was a false sense of job customization that everyone eventually figured out what stat was best for each role/job. I do miss some aspect of that era and miss the time where I had almost a full friendlist of 200 friends where probably less then 10 of them still sign in but some of the jank and systems I don't miss. It was cool seeing multiple groups sitting waiting for the rest of there raid groups at raid entrances but party/duty finder was also a nice addition to the game instead of having to go to various forums to recruit people in your specific server.
    (3)
    Last edited by Nebelheim; 06-13-2024 at 11:17 PM.
    That is when the true Vana'diel of legend will be reborn.

  5. #15
    Player
    Valkyrie_Lenneth's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    8,038
    Character
    Lynne Asteria
    World
    Jenova
    Main Class
    Viper Lv 100
    ARR wasn't harder, the game was new and we were all just bad.

    If any post can be claimed to be pure rose tinted glasses, it's this one.

    And I make that claim because I have video of several of the coil raids of my groups clears, and God I'm terrible.

    Also, I was doing speed runs of AK and WP back in the day, I used to pull all the way to each boss room. They weren't really hard if you knew what you were doing.
    (11)
    Last edited by Valkyrie_Lenneth; 06-13-2024 at 11:28 PM.

  6. #16
    Player
    Connor's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    2,167
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    I liked cross-classing. Yeah, you read right. I miss being able to use Cure, the no-longer-existent Protect, and Stoneskin as a Bard.

    Idk about the other stuff. I feel like ARR was simply too early in the ‘post-1.0’ lifespan for long-term issues with the game to be identified. That said, I did like how abilities all felt more fun. I like the silly useless things like Miasma having a debuff more for the thematics (pretty sure it was healing down even though no enemy ever healed lol) than an actual gameplay purpose. Now it feels like everything devs do is attempting to create a perfect numerical balance instead of a fun game
    (2)
    Last edited by Connor; 06-13-2024 at 11:20 PM.

  7. #17
    Player
    Kemiko's Avatar
    Join Date
    Oct 2013
    Location
    Gridania
    Posts
    284
    Character
    Kemiko Oyung
    World
    Faerie
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Xaphire View Post
    The only dungeon that was any harder was pharos sirius on launch, owing to people being as bad at the game then as they are now. None of the raids were harder and all the mechanics were significantly *less* complex.

    Lol at the hunting log thing. Killing 10 of x in a zone once per class keeping the overworld alive. Okay dude.
    I'll object to "players being bad" as the only reason Pharos was a difficult dungeon on launch. 'cause it was fairly easy - with the RIGHT jobs. And that pretty much sums up the issue with that dungeon. Everything worth stunning in that dungeon was stun immune on launch and forced the party to have a Silence available to actually deal with one of the more punishing mechanics available. Silence was only available for 4 jobs: BRD, MNK, SCH and PLD and we can safely say MNK is not a reliable form of Silence and SCH would be forced to use Selene (which while was generally the better option was also just the worse healing option). The sheer difficulty spike for the dungeon if you don't have a BRD or a PLD is due to either poor job design or poor dungeon design based on the available skillsets of your jobs.
    (3)

  8. #18
    Player
    Kayokane's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    429
    Character
    Aluena Mahri
    World
    Hyperion
    Main Class
    White Mage Lv 100
    the elemental attributes on gear, was an already obsoleted system. Where in Legacy it was actually used, in ARR the amount of points needed for a tangible effect was too high to be useful.
    (3)

  9. #19
    Player
    Galvuu's Avatar
    Join Date
    Jun 2017
    Posts
    637
    Character
    Galveira Vorfeed
    World
    Ragnarok
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by Xaphire View Post
    The only dungeon that was any harder was pharos sirius on launch, owing to people being as bad at the game then as they are now. None of the raids were harder and all the mechanics were significantly *less* complex.

    Lol at the hunting log thing. Killing 10 of x in a zone once per class keeping the overworld alive. Okay dude.
    Amdapor Keep. Demon Wall used to actually enrage quite often. Dps check was tight, and some trash pulls were hard too.
    (Threads like these make me feel old...)
    (3)

  10. #20
    Player
    Kaurhz's Avatar
    Join Date
    Jul 2015
    Posts
    3,577
    Character
    Asuka Kirai
    World
    Sagittarius
    Main Class
    Dancer Lv 90
    - Jobs had identity - Sure.

    - Jobs had a reason to level multiple (cross class system) - Yes, and it also made things a pain. The role system would suffice if they could introduce interesting enough mechanics. I don't think too many people were like "OMG Let me use this class instead", it was more "Oh, I have to level THAT job"

    - Hunting log and the Hunt kept the overworld alive - The Hunt still exists, and I would argue the only reason the Hunting Log kept the open world alive is because it was new. The Shared FATEs fulfill a similar role. You could actually argue Palace of the Dead had some shared responsibility in killing off the overworld, e.g., the number of FATE trains I saw in absolutely every single zone went down significant post-PotD release. Prior to that? It's 3.3, and I could still see FATE trains running on the regular in South Shroud, Costa Del Sol, Coerthas, and Northern Thanalan.

    - Things weren't handed to you (you had to work a lot harder to clear content and save allowances) - I disagree, ARR wasn't difficult, it had a lot of terrible systems which just made it inconvenient, e.g., cooldowns not resetting on wipe.

    - The raids were harder and had more complex tank/healer mechanics - Sure. Some of them were also badly designed where mechanics would queue based on HP %, e.g., Melusine.

    - The dungeons were harder (lost city of amdapor anyone?) - Some dungeons were harder and some were a joke. People literally asked for the current dungeon design, even if they don't necessarily like it now. How often were you going off-course in Haukke Manor for Manor Varnish? I can count the number of times on 1-hand, and that is even when it was the potential for
    40K gil for just killing 3-4 extra mobs, which would also yield EXP at the time. - How often did you clear all rooms in Sastasha? How often do you still do it if you get it?

    - The relic was harder, involved the over world and HAD a gil sink, AND dungeons even contained some of the pieces, AND crafters could make money selling the weapon needed - This expansion is literally the only instance where it isn't the case. HW still had the crafted items, and was a significant time sink. Eureka had the time and Gil sink, in addition to massive Gil rewards, and the same applies to Shadowbringers. If you wanted good runs of CLL/Dalriada/DRN, then you were still spending a bit of time farming, or a bit of Gil getting all the requisite lost actions and essences.

    - levequests had meaning - They still do, whether you decide to use them or not is entirely on you. The amount of people doing Coffee Biscuits was insane. Also is the loss, or restriction on Ishgard Restoration IMO is not worth the sacrifice of making levequests meaningful. Battle leves were useless from my experience.

    - Grand company was useful - It had its uses yes. This is a system that they really need to continue.

    - Glamour system was more robust - How was it more robust? What are you even talking about here?

    - Elemental attributes on gear - The amount of significance and actual meaning behind this was miniscule. Nobody was using a Fire Materia IV - and frankly the only benefit to it was that Mutamix would occasionally give you useless materia

    - Tradeable raid glamour meant raids had value in clearing them weekly (the dreadwyrm attire) - Are you referring to Replica Dreadwym Gear? - This was added in 3.x by which time all coils could be done unsync. People are still clearing weekly for loot anyway. Making it tradeable doesn't accomplish anything.
    (12)
    Last edited by Kaurhz; 06-14-2024 at 12:22 AM.

Page 2 of 6 FirstFirst 1 2 3 4 ... LastLast