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Thread: Monk Rant

  1. #31
    Player
    Ramiee's Avatar
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    Grainne Gothram
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    this isnt monster hunter world this is a very different game.

    blitz and iajitsu are already similar, enshroud, reawaken, gierskogul are all burst phases. The game already has melees share mechanics within their subrole and outside of it, Hammer and Greatsword both have charge attacks however Greatsword is ALL charge attacks while Hammer has charge attacks only a part of its kit. PCT and BLM do not both need to be selfish dps PCT has DRG/MNK level support what should MNK also have no support and be a selfish dps just like SAM? Same with NIN? Constant grouping of jobs together is how we go to the current terrible job design, if CBU3 didn't constantly subgroup everything SGE might have been an original healer instead of SCH two, every tank might not of become WAR.
    (1)
    Last edited by Ramiee; 09-04-2024 at 01:10 AM.

  2. #32
    Player
    Tunda's Avatar
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    Quote Originally Posted by Ramiee View Post
    this isnt monster hunter world this is a very different game.
    oh really omg and I was thinking, how did you know that?
    (0)

  3. #33
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    Ramiee's Avatar
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    Quote Originally Posted by Tunda View Post
    oh really omg and I was thinking, how did you know that?
    Tunda you constantly beg for changes comparing the game to Monster Hunter and its dumb. If youre going to compare XIV to a game at least compare it to a game within its own genre not an action game.
    (4)

  4. #34
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    Tunda's Avatar
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    Quote Originally Posted by Ramiee View Post
    Tunda you constantly beg for changes comparing the game to Monster Hunter and its dumb. If youre going to compare XIV to a game at least compare it to a game within its own genre not an action game.
    Say that to Yoshi P when he compare FFXIV with Ultima online which they both have different games.. and FFXIV isn't even close to Ultima online even if they both in same genre.
    people are comparing FFXIV with old FF turned based games and there is no wrong in that.

    From where do you think FFXIV PvP CC inspired from? WoW or other MMOs?
    FFXIV PvP CC inspired by Moba games which is different genre.. you just don't know how there games been designed and you try to play smart..
    educate yourself.
    (0)

  5. #35
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    Ramiee's Avatar
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    Quote Originally Posted by Tunda View Post
    Say that to Yoshi P when he compare FFXIV with Ultima online which they both have different games.. and FFXIV isn't even close to Ultima online even if they both in same genre.
    people are comparing FFXIV with old FF turned based games and there is no wrong in that.
    Ultima Online is an MMORPG, Monster Hunter is an action game. Ultima is already a dumb comparision to this game but at least it has some similarities unlike monster hunter which is a boss fight action game, the only comparision between XIV and Monster hunter is they both have stats and boss fights. Theres no tabtarget combat in Monster Hunter last I checked.

    Quote Originally Posted by Tunda View Post
    From where do you think FFXIV PvP CC inspired from? WoW or other MMOs?
    FFXIV PvP CC inspired by Moba games which is different genre.. you just don't know how there games been designed and you try to play smart..
    educate yourself.
    Cool, im talking about PVE. You wanna talk about PVP fine bring up MOBAs, cool thats what its designed to be like. PVE is nothing like PVP so stop trying to compare it to something its not.
    Next time you say something dumb about adding monster hunter stories mechanics a pet turn based combat rpg into XIV try to remember that this game is not turnbased and has already had different damage types in ARR which failed miserablely.
    (4)

  6. #36
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    BabyYoda's Avatar
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    Rui Aii
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    Quote Originally Posted by Ramiee View Post
    Ultima Online is an MMORPG, Monster Hunter is an action game. Ultima is already a dumb comparision to this game but at least it has some similarities unlike monster hunter which is a boss fight action game, the only comparision between XIV and Monster hunter is they both have stats and boss fights. Theres no tabtarget combat in Monster Hunter last I checked.



    Cool, im talking about PVE. You wanna talk about PVP fine bring up MOBAs, cool thats what its designed to be like. PVE is nothing like PVP so stop trying to compare it to something its not.
    Next time you say something dumb about adding monster hunter stories mechanics a pet turn based combat rpg into XIV try to remember that this game is not turnbased and has already had different damage types in ARR which failed miserablely.
    You don't know what are you talking about
    There are games from 2000s that play similar to ffxiv more than ultima online

    ultima is top down mmo which way different if you compare it to FFXIV.. Monster hunter and ffxiv share similar class system based on weapon and share boss fight mechanics which is raids in ffxiv with extreme behumth and other boss fights

    You just don't know what are you talking about.. addition to that you don't know what rpgs are.. .

    Part of RPG element is attack type which is already in the game but has no use cases.. weather removing them or gice them functionality.

    MMORPG is still RPG and it should have RPG elements..

    Turn based RPG are RPG
    Action RPG are RPG
    MMORPG are RPG

    Blaming system because bad execution in ARR isn't smart at all.. comparing developers from 2013 to 2024 they got way better than before

    If you can't get it after this sorry but there is always room for improvement.
    (0)
    Last edited by BabyYoda; 09-04-2024 at 02:56 AM.

  7. #37
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    Quote Originally Posted by BabyYoda View Post
    You don't know what are you talking about
    There are games from 2000s that play similar to ffxiv more than ultima online

    ultima is top down mmo which way different if you compare it to FFXIV.. Monster hunter and ffxiv share similar class system based on weapon and share boss fight mechanics which is raids in ffxiv with extreme behumth and other boss fights

    You just don't know what are you talking about.. addition to that you don't know what rpgs are.. .

    Part of RPG element is attack type which is already in the game but has no use cases.. weather removing them or gice them functionality.

    MMORPG is still RPG and it should have RPG elements..

    Turn based RPG are RPG
    Action RPG are RPG
    MMORPG are RPG

    Blaming system because bad execution in ARR isn't smart at all.. comparing developers from 2013 to 2024 they got way better than before

    If you can't get it after this sorry but there is always room for improvement.
    1. No monster hunter is nothing like FF14, early 2000s games are like XIV though considering it was the MMO boom at that time where everything was trying to be WOW. So yeah you're right about that.
    2. RPGs are subdivided into multiple different subgenres because if everything thats labelled an RPG can be added to FF14 what are we going to add Assassins Creed Vallhalla stuff into XIV? Thats an RPG, what about Diablo thats an RPG. No its a dumb thing to say, take ideas from RPGs in the same subgenre for the PVE of XIV. For side content IDC make a monster hunter inspired gamemode, but its a trinity tab target MMO in its PVE so thats where it should take inspiration from.
    3. ARR, WOW, GW2, Warhammer Online, etc. All tried elemental defenses and unique damage types, none of these games kept them, it doesn't work in an MMO stop trying to make it work.
    4. ShB onwards has had the job design far worse than ARR-SB so yeah they aren't "way better" considering you just have to look at role forums to see everyone complaining about jobs, so no developers from 2013-2019 aren't better than 2019-2024 it seems like people find them to be worse.
    (1)

  8. #38
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    Tunda's Avatar
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    Quote Originally Posted by Ramiee View Post
    1. No monster hunter is nothing like FF14, early 2000s games are like XIV though considering it was the MMO boom at that time where everything was trying to be WOW. So yeah you're right about that.
    2. RPGs are subdivided into multiple different subgenres because if everything thats labelled an RPG can be added to FF14 what are we going to add Assassins Creed Vallhalla stuff into XIV? Thats an RPG, what about Diablo thats an RPG. No its a dumb thing to say, take ideas from RPGs in the same subgenre for the PVE of XIV. For side content IDC make a monster hunter inspired gamemode, but its a trinity tab target MMO in its PVE so thats where it should take inspiration from.
    3. ARR, WOW, GW2, Warhammer Online, etc. All tried elemental defenses and unique damage types, none of these games kept them, it doesn't work in an MMO stop trying to make it work.
    4. ShB onwards has had the job design far worse than ARR-SB so yeah they aren't "way better" considering you just have to look at role forums to see everyone complaining about jobs, so no developers from 2013-2019 aren't better than 2019-2024 it seems like people find them to be worse.


    1- it is your opinion and I do not agree with it.
    2- sorry but current FFXIV is barley an RPG with almost no elements that can be interacted during encounters and gear.
    RPG elements are not only(wind,fire,water stone)
    but stats that can lead to different builds and playstyles.
    Monster hunter have gearsets which can change how you play the class.
    Diablo 4/PoE give you different paths so you can build you class using RPG elements with these elements you can shift your playstyle.
    I didn't play AC games before so I can't judge.

    let's take an example in FFXIV : Stats are beyond braindead with nothing that matter other than crit which is bad design.. at least other RPGs can give you the options to take different routs to play the game.. that doesn't exist in FFXIV.. in summary FFXIV is MMORPG which is barely RPG game.

    3- I didn't agree and didn't mention in any post that jobs should have element defensive weakness.. again read my post carefully before you judge.
    4- when you narrow the gameplay of the jobs to the point where 90% of kit are the same for healers and tanks this is bad design.. before ShB FFXIV was trying to shape the game with good ideas but they failed in execution.. I believe developers learned a lot.. 11 years will teach you thing or two.
    again good ideas bad execution we need to improve the execution not the idea.
    not all ideas in ARR HW SB are good but some of them are and can be improved.
    developers lost their vision for developing job design/encounters to just make things easier to balance.. while now we have healers are just a glam change with same kit.
    (0)
    Last edited by Tunda; 09-04-2024 at 04:09 AM.

  9. #39
    Player
    Shurrikhan's Avatar
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    Tani Shirai
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    Cactuar
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    Monk Lv 100
    On RPGs:

    If you are making decisions about where to go, what to specialize towards, etc. in such a way as to feel immersed into that world and into your character, the game can be an role-playing game. Alternatively, even if you feel no personal connection to the character, but the view into the world is altered by their frame of reference as to playing as them rather than merely a them-skinned hand manipulating a gun or them-shaped obfuscation between your camera and whatever you're swinging at, that is a role-playing game. Because role-playing games are about... playing roles that are part and parcel with the world that you view through them and the personal experience of which you can change to some degree by altering or reframing that role.

    There is no particular customization menu size after which a game is an RPG (let alone just an RPG) nor before which it must be sub-divided into something else. There is a degree of role-play (either through a self-made role or that of a significantly affecting perspective) that splits the difference, though.


    Quote Originally Posted by Ramiee View Post
    early 2000s games are like XIV though considering it was the MMO boom at that time where everything was trying to be WOW.
    Nitpick, but WoW itself didn't come out into the end of 2004 and didn't become any huge leader in popularity until 2005-2006, which is in the second half of the 2000s. And at least many of the competing MMOs in the remainder of that decade specifically tried to be distinct from WoW as to copy it.
    ______________________________

    On Elemental/Many-Categoried Outputs:

    Short Version -- They're bloat-enforcing rubbish.

    Long Version -- Virtually all systems of elements or similar analytic damage types have been rubbish that requires more buttons for the same gameplay results as were possible without that bloat, generally ultimately simplifying gameplay while reducing the content one has full access to. That said, there are undermechanics that can comprise such types but are more universally interactable that can be of use to gameplay. I've yet to see a game handle "elements" or the like in that way, however, which leaves such system best suited only for commanding multiple units rather than being just one unit among many similarly singularly-controlled units, especially in games capable of smaller group sizes and random matchmaking.

    Quote Originally Posted by Tunda View Post
    again good ideas bad execution we need to improve the execution not the idea.
    Outside of mechanical error (literally turning slightly faster or hitting harder than intended, etc.), execution ends up as such specifically because of what ideas went into it. Those ideas can be more integral or more overarching, but the only parts worth discussing are ideas. The rest is someone typing in a potency modifier wrong or slipping up somewhere in a coded procedure.

    And, in many, many cases, the ideas were bad virtually all the way up, i.e., from the point they could be called the 'spirit' or even 'intent' of the idea that would trickle down into implementation. What replaced it hasn't always been better, but you'd have to remove every trace of what X system was from XIV to go far enough back to redeem the idea of, say, separating elemental from unaspected magic damage or of Fire/Frost/Lightning/Earth/Wind/Water Resistance.
    (1)
    Last edited by Shurrikhan; 09-04-2024 at 08:43 AM.

  10. #40
    Player
    Shurrikhan's Avatar
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    Tani Shirai
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    Quote Originally Posted by BabyYoda View Post
    I don't think we need more oGCD to current monk design

    It just need to be more inline with its identity as a striking...

    Sharing same gear with no common gameplay is meaningless
    Why should all Strikers have to have the same gameplay any more than all Tanks or Healers should have to?

    If anything, the tanks and healers should each be as distinct from each other as Monk and Samurai, Black Mage and Red Mage, etc. are from each other.

    I see no issue with one Striker having a 87% GCD length, the other 80%, one having bankable oGCDs and the other oGCDs that need to be rushed out the very GCD they're generated, one having an extra GCD attached only to their freeform-weaponskills-CD and the other getting that value only indirectly, and so forth.
    (4)
    Last edited by Shurrikhan; 09-04-2024 at 01:10 PM.

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