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  1. #91
    Player
    Banggugyangu's Avatar
    Join Date
    Jan 2019
    Posts
    200
    Character
    Amelia Aensland
    World
    Ultros
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by Wildheaven182 View Post
    Dawntrail knew the game was too easy and needed to be harder. But it went about this in the form of perfect aoe dodging and overly punishing overlapping puzzle aoe dodging.

    FF needed something original, new and creative, not just perfection of execution. Thats why im not compelled by the gameplay of DT.
    This.... is totally incorrect.... Dodging of AoE is no more difficult in DT than any other expansion. The only real change here is that you can't just wait for the orange markers anymore, and you need to actually pay attention to other things around you. The time to execution and the player skill expectation are mostly untouched from previous expansions. The expectation of player attention is what has changed.
    (3)

  2. #92
    Player
    Wildheaven182's Avatar
    Join Date
    Apr 2024
    Posts
    220
    Character
    Rowan Aarontagdh
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Banggugyangu View Post
    This.... is totally incorrect.... Dodging of AoE is no more difficult in DT than any other expansion. The only real change here is that you can't just wait for the orange markers anymore, and you need to actually pay attention to other things around you. The time to execution and the player skill expectation are mostly untouched from previous expansions. The expectation of player attention is what has changed.
    Ah, yeah thats a better way to put it.
    Its still a bad way to increase difficulty i think. While the game needed more difficulty, there's only so much you can do with "find the safe spot fast enough".
    It's not dynamic gameplay. We need something different, engaging. Aoe dodging alone is one dimensional.
    We really need aggro and mana managememt back.
    (1)

  3. #93
    Player
    Banggugyangu's Avatar
    Join Date
    Jan 2019
    Posts
    200
    Character
    Amelia Aensland
    World
    Ultros
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by Wildheaven182 View Post
    Ah, yeah thats a better way to put it.
    Its still a bad way to increase difficulty i think. While the game needed more difficulty, there's only so much you can do with "find the safe spot fast enough".
    It's not dynamic gameplay. We need something different, engaging. Aoe dodging alone is one dimensional.
    We really need aggro and mana managememt back.
    I don't disagree, but forcing players to pay attention to their surroundings and the actual boss is a welcome change from "STARE AT YOUR HOTBARS AND WATCH FOR ORANGE!!!!111!"
    (2)

  4. #94
    Player
    elioaiko's Avatar
    Join Date
    Jul 2019
    Posts
    441
    Character
    Junhee Hatsuharu
    World
    Faerie
    Main Class
    Astrologian Lv 94
    The devs will never do this bc it will destroy queues.
    (0)

  5. #95
    Player
    Wildheaven182's Avatar
    Join Date
    Apr 2024
    Posts
    220
    Character
    Rowan Aarontagdh
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Banggugyangu View Post
    I don't disagree, but forcing players to pay attention to their surroundings and the actual boss is a welcome change from "STARE AT YOUR HOTBARS AND WATCH FOR ORANGE!!!!111!"
    Paying attention to surroundings rather than just hotbars and orange floors needed to start at lvl 30, not 100. So now people complain about the difficulty when the game conditioned them to be bad at the game for so long.
    Rathalos is a good example, watching the enemy's tells and movements to react to it rather than staring at the floor. However rathalos type foghts would require a lot of animation talent and ai programming talent which are both severely lacking in the dev team.

    It is good, but not nearly enough and being about the only thing there is mechanically, turns the game into a puzzle fighter where your biggest advantage is to already know the aoe patterns, rather than having any variable, dynamic or reactionary gameplay.
    That also makes it hard until people learn the puzzles, and then they complain about how easy it is. And that's a symptom that also causes poor replay value which is also bad design for the longevity of the game.
    (4)

  6. #96
    Player
    Banggugyangu's Avatar
    Join Date
    Jan 2019
    Posts
    200
    Character
    Amelia Aensland
    World
    Ultros
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by Wildheaven182 View Post
    Paying attention to surroundings rather than just hotbars and orange floors needed to start at lvl 30, not 100. So now people complain about the difficulty when the game conditioned them to be bad at the game for so long.
    Rathalos is a good example, watching the enemy's tells and movements to react to it rather than staring at the floor. However rathalos type foghts would require a lot of animation talent and ai programming talent which are both severely lacking in the dev team.

    It is good, but not nearly enough and being about the only thing there is mechanically, turns the game into a puzzle fighter where your biggest advantage is to already know the aoe patterns, rather than having any variable, dynamic or reactionary gameplay.
    That also makes it hard until people learn the puzzles, and then they complain about how easy it is. And that's a symptom that also causes poor replay value which is also bad design for the longevity of the game.
    Again, I don't disagree at all.
    (1)

  7. #97
    Player
    royox's Avatar
    Join Date
    Jun 2016
    Posts
    69
    Character
    Royox Burrfoot
    World
    Ragnarok
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Banggugyangu View Post
    My ONLY problem with getting any content in roulettes can be solved with 1 simple change: let me keep my entire current rotation and give me a DPS penalty relative to the difference between the content level and my current job level to balance it out. The only complaint I typically ever have about low level content at all is the fact that rotations are often horrendously boring at level 50. Picto exacerbates this problem, as it's arguably the most neutered rotation in the game at that level. Obviously, DPS would have to be penalized to offset the extra potency that higher level rotations offered, and frankly, I'd be OK if the DPS were slightly OVER penalized so that some of the faceroll content would at least live long enough to see some long-forgotten mechanics. (Y'all remember when Scylla had Daybreak, and you had to parkour in Glassya Labolas?)
    Ugh Picto's rotation at lvl 50 or less is just a nonstop spam of the same button again and again and again and again till you get one sweet weave and go back to 1 1 1 1 1 1 1 1 1 1 1
    (2)

  8. #98
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,596
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    I’d argue PCT is one of the best synced jobs. At 50 it already has its 1-2-3, its creature canvas up to mog and the hammer combo. By 60 it already has its reversed combo and by 70 it has all its canvases (it’s only real high level skill that you noticeably feel the lack of is rainbow drip)

    To me the jobs that sync the worst are VPR (below 90 it’s basically a healer for rotational complexity), RPR (you can’t build an entire job around building towards a phase you only get at level 80), DRK (level 70 ultimates are hilariously bad on DRK) and WHM (who thought that your first oGCD should be benediction and your actual gauge that makes you a useable job you get at 76)
    (0)
    As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.

    I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess

  9. #99
    Player
    Banggugyangu's Avatar
    Join Date
    Jan 2019
    Posts
    200
    Character
    Amelia Aensland
    World
    Ultros
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by Supersnow845 View Post
    I’d argue PCT is one of the best synced jobs. At 50 it already has its 1-2-3, its creature canvas up to mog and the hammer combo. By 60 it already has its reversed combo and by 70 it has all its canvases (it’s only real high level skill that you noticeably feel the lack of is rainbow drip)

    To me the jobs that sync the worst are VPR (below 90 it’s basically a healer for rotational complexity), RPR (you can’t build an entire job around building towards a phase you only get at level 80), DRK (level 70 ultimates are hilariously bad on DRK) and WHM (who thought that your first oGCD should be benediction and your actual gauge that makes you a useable job you get at 76)
    PCT has 5 buttons at level 50... Job gauges, for most jobs, began in HW. Healers didn't see theirs until SB. It just wasn't in the game as a concept. RPR is rough at early levels, but at least it's more engaging than the 5 buttons of PCT.... 5.... you have your "1-2-3", sure... but that's 1 button on PCT... You don't even get subtractive palette until 60... It's a total snore to play at level 50, far worse than any other job. BLM used to be my least favorite job at that level, but now PCT is, hands down... BLM feels like playing 4D chess at 50 compared to PCT, and BLM is a snoozefest at 50.... Now... on the other hand.... PCT's level 100 rotation is a TON of fun. It's busy, but with the utility of all the instacast stuff you have, it's mobile enough to not have that business feel bad.
    (0)

  10. #100
    Player
    Xenoviastar's Avatar
    Join Date
    Nov 2023
    Posts
    38
    Character
    Xenovia Azanai
    World
    Moogle
    Main Class
    Scholar Lv 100
    I don't like the idea of being able to choose what you want to ban or opt out of, this impacts alot of new players if no one queues for Aurum Vale. I would prefer a mechanic to prevent you from getting the same instant from any given roulette.
    for example if you got Lab of the ancients one day, the next time you do alliance roulette Lab of the ancients will be red so you don't get it twice in a row. (again this could be completely optional opt in setting if people like this)
    I do every roulette every day and I tend to see a pattern in getting the same dungeon/raid for a week like its the flavour of the week. towards the release of DT I got P12 every day to the point that I actually left it for my last roulette and I would take the penalty if I got it.
    (1)

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