

You are supposed to think about boss mechanics, not how to play your class.
I hope they remove Death's Design on reaper as well, it completly breaks the flow of the job and feels very annoying to use.
Player
Why can it not be both? Both interesting class gameplay AND interesting boss mechanics?
or
Why can we not have some classes where you don't have to think about how to play your class, and some classes where you do? Would that really be such an awful situation?
or
It is indefinitely more difficult to design interesting boss encounters every time, especially when you have to factor in different difficulties depending on what content you play, than interesting classes. Making classes fun works in every combat content, no matter where.
RIP Viper 28/06/2024 - 30/07/2024. It was a fun month.
This is gonna be a bit of a shock but you could be doing both. Crazy I know. Previous expansions had both job expressions AND fight difficulty! Just cutting out one element of that makes the game far too easy unless they overcompensate in a particular area. They tried this in Endwalker (with Endwalkers simplification of jobs) with Pandaemonium Savage where there was such an over-reliance on body checks that it just introduced a lot of tedium into progging the fights, then reclears just becoming dull because rotations were not interesting and you didn't have the thoughts going on the same as you did in prog. I'm not opposed to body checks but over reliance creates a sense of artificial difficulty.
As for current VPR, in my honest opinion, it just feels awful to play in anything that isn't savage. If a job requires the current hardest content to be "tolerable" then that's just an indication that it's not a well thought out job. Removing Noxious Gas has removed almost all of the "rush" that VPR once had. It requires 0 skill and brainwork to do well on now. It's pitifully boring.


and thats how you end up with people complaining about difficulty of normal content, they hyperfocus on their hotbar because of too many buttons and can't see whats going on in the fight.
I have played an MMO before FFXIV that had much harder bosses, even though i had maybe 10 hotkeys instead of 30.
MCH just feels awful to play to me, i only use it in PVP, i would completly overhaul this job.
Last edited by Arohk; 08-01-2024 at 12:43 AM.
I still think they can bring some elements from the PvP skills into the PvE gameplay.
If they wanted to increase damage for attack skills but are concern about mobility then they can implament the slow walk style the PvP mode has for a new combat stance for MCH that focus on Higher damage but lower moblilty so the mobility is still kept but players just need to be more self aware about their slower movement when attacking
The Sniper Rifle is ripe for a Very High Damage Sniper Rifle mechanic that is normally in most Gun Jobs for RPGs and MMOs. It is a matter of how to implement it though I think they can make use of the old Ammo system for the Sniper Rifle skills. Setting it as a skill about performing High Damage attacks but must account for the risk where the MCH cannot move when firing the Sniper Rifle with their Sniper Rifle skills similar to how it is in PvP as a PvP Limit break.
They can use the Ammo system to determine what kind of attacks the Sniper Rifle performs based on which Ammo the Sniper rifle will fire.
Last edited by EdwinLi; 08-01-2024 at 01:04 AM.
That gives an excuse to take it away from people who enjoy it because? Removing skill ceilings is a surefire way to make your game boring and anger every single person who did enjoy it. You only need to see all the pushback against the VPR changes, and SAM when Kaiten got taken, to notice. It's also not like damage matters in 99% of casual content but matters in 100% of high end content. If someone truly struggles don't design a job around them, encourage them to get better. People will always struggle and complain so give a reason to improve. Doing good damage should be the reward for hard work and dedication to a job, not the expected norm for people to just do. A game should not be forced to be boring because some people struggle.
Cool, but this isn't that other MMO is it? This is FFXIV. The way the game fundamentally works is that it cannot create insane fights with tight snapshots or insane movement. The server tick speed is too slow. So to compensate it needs to have a balance of job design with fight design and ever since Endwalker that balance has been shifted too much since jobs got so much easier and fights not that much harder (barring ultimates).
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote




