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  1. #1
    Player
    Arohk's Avatar
    Join Date
    Jul 2019
    Posts
    1,332
    Character
    Lucretia Ryusagi
    World
    Twintania
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Higashikata View Post
    It was the one single thing viper had to think about at any point, now it's just an auto pilot job
    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.
    (0)

  2. 07-31-2024 09:37 PM

  3. #3
    Player
    ovIm's Avatar
    Join Date
    Oct 2014
    Posts
    767
    Character
    Vim Mercer
    World
    Alpha
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Arohk View Post
    You are supposed to think about boss mechanics, not how to play your class.
    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.
    (6)
    RIP Viper 28/06/2024 - 30/07/2024. It was a fun month.

  4. #4
    Player
    Lamarcy2699's Avatar
    Join Date
    Feb 2021
    Posts
    37
    Character
    Lucy Amare
    World
    Odin
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Arohk View Post
    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.
    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.
    (9)

  5. #5
    Player
    Arohk's Avatar
    Join Date
    Jul 2019
    Posts
    1,332
    Character
    Lucretia Ryusagi
    World
    Twintania
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Lamarcy2699 View Post
    This is gonna be a bit of a shock but you could be doing both. Crazy I know.
    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.

    Quote Originally Posted by EdwinLi View Post
    Machinist Job seem to be the only Job they have not changed much since they established the gameplay style in 5.0 after going through the constant changes it had through 3.0 to 4.X era. They've only been adding on to that foundation each expansion for MCH since then.
    MCH just feels awful to play to me, i only use it in PVP, i would completly overhaul this job.
    (0)
    Last edited by Arohk; 08-01-2024 at 12:43 AM.

  6. #6
    Player
    EdwinLi's Avatar
    Join Date
    Aug 2013
    Posts
    4,889
    Character
    Edwin Li
    World
    Balmung
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Arohk View Post

    MCH just feels awful to play to me, i only use it in PVP, i would completly overhaul this job.
    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.
    (0)
    Last edited by EdwinLi; 08-01-2024 at 01:04 AM.

  7. #7
    Player
    Lamarcy2699's Avatar
    Join Date
    Feb 2021
    Posts
    37
    Character
    Lucy Amare
    World
    Odin
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Arohk View Post
    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.
    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.

    Quote Originally Posted by Arohk View Post
    I have played an MMO before FFXIV that had much harder bosses, even though i had maybe 10 hotkeys instead of 30.
    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).
    (5)