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  1. #10351
    Player
    technole's Avatar
    Join Date
    Jun 2014
    Location
    Gridania
    Posts
    1,976
    Character
    Thea Sitori
    World
    Gilgamesh
    Main Class
    Scholar Lv 72
    Basically just bozja actions wrapped into a sub-job role package so having more skills usable. Like you can already tank as healer with a mix of bozja kills.
    (0)

  2. #10352
    Player
    Tint's Avatar
    Join Date
    Aug 2013
    Location
    In the right-hand attic
    Posts
    4,346
    Character
    Karuru Karu
    World
    Shiva
    Main Class
    Fisher Lv 100
    Quote Originally Posted by technole View Post
    Basically just bozja actions wrapped into a sub-job role package so having more skills usable. Like you can already tank as healer with a mix of bozja kills.
    Hopefully no consumables anymore to get basic functions like enough dps to keep up with everyone else. BLM was especially bad because they literally had only one consumable for dps and it was like a 1 in 5 chance to even get it out of the crystals.
    (1)
    It’s a good thing not to answer your enemies. I scarcely ever do. Perhaps Emily is more like me than I am like myself. Perhaps she would rather not answer her friends, even. She keeps it all in her heart.

  3. #10353
    Player
    Maltothoris's Avatar
    Join Date
    Jul 2015
    Posts
    768
    Character
    Malto Thoris
    World
    Behemoth
    Main Class
    White Mage Lv 100
    I find it funny how Geomancer and Chemist are included as phantom jobs. Hopefully for the most part, all phantom jobs rely on knowledge level and not consumables.
    (0)

  4. #10354
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    7,078
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    I would actually prefer they stick with consumables (like say charges of your phantom actions that require a consumable to recharge similar to RuneScapes armour degradation system)

    Reason being if you think about the content design of Bozja there is a huge amount of auxiliary content and demand driven by the fact that lost actions are limited. Cluster farms, star mobs, sprite reflection, desire to save prisoners in CLL, doing dal at all. All are driven by desire to gain more fragments to either use or sell. If the actions were permanent unlock you only need to get once then basically all of bozja’s auxiliary systems besides the core skirmish->CE->duel would fall away and make the experience way worse

    They might be able to get away with runescape’s bronzeman/ironman system if they wanted them to be permanent unlocks. Basically they are permanent but YOU have to get them yourself and they have complex unlock systems (like say to unlock phantom WHM ultimate action you need to level phantom SCH, AST, GEO, SGE, CHM and BRD to at least level 15) but even that encourages the “solo-ation” of an MMO like RuneScapes Ironman system does
    (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

  5. #10355
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    13,011
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Supersnow845 View Post
    I would actually prefer they stick with consumables (like say charges of your phantom actions that require a consumable to recharge similar to RuneScapes armour degradation system)

    Reason being if you think about the content design of Bozja there is a huge amount of auxiliary content and demand driven by the fact that lost actions are limited. Cluster farms, star mobs, sprite reflection, desire to save prisoners in CLL, doing dal at all. All are driven by desire to gain more fragments to either use or sell. If the actions were permanent unlock you only need to get once then basically all of bozja’s auxiliary systems besides the core skirmish->CE->duel would fall away and make the experience way worse
    If they weren't 99 casts per consumable and said consumables didn't consume actual inventory space, I might be tempted to agree. As they are, though, it's just a inventory-bloating means of constraining changes in loadout that could just as easily be done without said inventory bloat, if those constraints were better for the experience (which I'm not certain it is, at least to the extent caused).

    That said, apply your logic to any other skill system unlock:

    Fire II now requires farming "Fire type" mobs in the range of level 18 to 26 to allow for a chance to drop an item to be taken to a particular town to be converted through a few menus into a pseudo-item limited in searchability and manipulation to a particular UI interface from which to eventually acquire an action allowing for 99 casts of Fire II. In this way the open world is kept "relevant" -- all driven by a desire to be allowed to use the skills you progressed the game to be able to use. After all, if the actions were permanent unlock, you'd only need to level your character to retain access to the whole of the gameplay meant for that higher level experience and all of XIV's auxiliary systems besides achievements and... leveling other classes/jobs... would fall away and make the experience way worse. /s

    Now, sure, that's base kit and the Lost actions are extra, but... again, I don't see why it would be preferable to deal with the bloat required by the current system over, say, simply acquiring the Lost Actions directly (no inventory bloat, no returning to camp), with up to X weight slotable at a time (swappable outside of combat), and where the slot itself retains the given CD, or lost actions being solely unlocked and then sourced off a handful of types of Essence akin to non-percentile MP generated only from kills and objective completion (with Action effects varying somewhat based on the Essence you junction to them, with one choice generally being best but perhaps harder to maintain).
    (0)

  6. #10356
    Player
    Supersnow845's Avatar
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    Aug 2021
    Location
    Gridania
    Posts
    7,078
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    The implication there is that everything besides what you are using essences with is bad and a grind you inherently want to minimise which is a point I don’t agree with (though I can understand why you reach the conclusions you do if you do have that opinion)

    To me everything is a part of Bozja and it’s not just meaningless additions that are designed to waste time

    In that way swapping to an unlock system with a limited weight would be a bad design because I lose out on the things that aren’t the base essence uses of CE’s or equivalents, however I will say what you suggest is a good system compromise for if you don’t like the base action grinding
    (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

  7. #10357
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    13,011
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Supersnow845 View Post
    The implication there is that everything besides what you are using essences with is bad and a grind you inherently want to minimise which is a point I don’t agree with (though I can understand why you reach the conclusions you do if you do have that opinion)
    That's not remotely my motivation for the suggested change, though -- nor even a motivation I've implied.

    Let's say you're trying to have a cohesive Twisting Coils of Bahamut-esque raid experience, in which each floor flows into the next without necessarily needing to return to the overworld. In this, you are presented with two options:
    • Option 1: Bosses drop seemingly miscellaneous tokens which you can return to an NPC on the first floor to identify as a coffer for a given piece of gear for a given job (e.g., Leg Coffer of Fending) which you can then take to an assembler to then turn into a piece of gear of, ultimately (from dropped token to their equivalent coffer to gear) predetermined slot (Head, Chest, Hands, Legs, Feet, Ears, Neck, Wrist, or Finger) and gear class (Fending, Maiming, Striking, Scouting, Aiming, Casting, or healing), tradable only among those present when their respective tokens dropped.

    • Option 2: Bosses drop loot.

    The present design feels like the first. It goes damn near out of its way to be as bloated as it is.
    (0)

  8. #10358
    Player
    Supersnow845's Avatar
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    Aug 2021
    Location
    Gridania
    Posts
    7,078
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Item and system bloat generated from the essence system I don’t really think is a useful criticism because that wouldn’t be hard to fix without doing anything. Just allow the r essence chest to store fragments and you’ve basically solved that problem by itself, or alternatively have enemies you would beat for fragments just drop charges of the item you innately absorb by some kind of power pack and you can go back to camp and draw charges out of the power pack to sell if you want

    Remember the lost action system is mostly about augmentation not making the job function on a baseline level. As per your example from the first post this isn’t about using a consumable to make fire 2 usable, it’s about using a consumable to have fire 2 cost 10% less mana. Useful but not remotely essential. I don’t think item bloat is here nor there when it comes to a system like this because it can be handled inside the instance outside of trading, especially since making them permanent unlocks would still leave you with the stupid overly complex menu systems 14 loves using
    (1)
    Last edited by Supersnow845; 02-08-2025 at 03:43 PM.
    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. #10359
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    13,011
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Supersnow845 View Post
    Item and system bloat generated from the essence system I don’t really think is a useful criticism because that wouldn’t be hard to fix
    Then it should be fixed. I see no point in defending that part of how Bozja's systems currently operate.

    And if that inadvertently gives a little more freedom to swap about one's loadouts --e.g., actually play around with the systems introduced-- I have no qualms with that. It's designed to be played with and presently feels unnecessarily stifled -- not in that you need to grind them but more noticeably in that you have to, say, swing 99 charges at a time, such that the charge limit is almost meaningless compared to the simple customization constraint from waste.

    Remember the lost action system is mostly about augmentation not making the job function on a baseline level.
    I noted as much. But just as Flare, Blizzard II, and Foul aren't specifically necessary to have AoE on BLM but they were nonetheless designed with the clear intent of being able to be used and of benefiting the job, Lost Actions are there to benefit gameplay in Bozja, are they not? At which point, you're left with either a very bloated and thereby inadvertently constrained way to allow them to benefit gameplay in their intended setting, or something much less bloated and constrained more in keeping with direct intent. I'd prefer the latter.
    (1)

  10. #10360
    Player
    Supersnow845's Avatar
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    Aug 2021
    Location
    Gridania
    Posts
    7,078
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    I don’t disagree that bozja’s rather opaque lost action system should be streamlined, I disagree with the idea that “streamlining” it should remove how essences and actions have limited numbers (I don’t mean how stuff like bubble has 99 charges I mean you have to go out and farm bubble as an action) and there are specific systems in place in Bozja to farm those actions as they act as incentives

    Like my point is basically removing needing to actually farm the initial items as a solution to streamline the system is throwing the baby out with the bath water
    (0)

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