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  1. #241
    Player
    brinn12's Avatar
    Join Date
    Feb 2022
    Posts
    322
    Character
    Lua Navkov
    World
    Cuchulainn
    Main Class
    Black Mage Lv 80
    Quote Originally Posted by Raikai View Post
    That's why I feel that "stuff staying the same" is related to the 2min meta, rather than details about job rotations. And on that matter, I think the only possible way for a job to grow with actual new things is if they focus on the 2min meta "downtime".

    For example. Dancer is a job known to be extremely busy during the burst window, but boring outside of it... Imagine if Technical Finish would do something like 'unlock' a new Dance after the buff ends, or something that replaced your combos with something else for 30-60 seconds. It's a way to spice up the gameplay while not messing with the burst window setup.

    That, on top of the promised job uniqueness brought back, which would be interesting to see how many, if any, reverting they'll do to achieve this. For example, Astrologian having their sects back, since the healer sub-division didn't really live up to what they intended.
    This really doesn't sound like something CBU3 would do. We're talking about the same studio that doesn't design a dungeon with anything other than 3 bosses and 6 mob packs. Their idea of "improved encounter design" was DDR on steroids with smaller hitboxes.

    They release 2 DPS jobs and suddenly everything has to be balanced around them, as we saw with Light-Heavyweight, M6S and FRU, all of which had broken DPS checks. Now imagine reworking 20+ job rotations while introducing an entirely new system on top of them, and adding 2 more jobs on top of that. All of this while Yoshi-P hasn't explicitly said they plan to change the current level 100 rotations.

    If Yoshi-P says that people who enjoy the current system will still enjoy 8.0, expecting multiple reworks is nothing but wishful thinking.
    (15)

  2. #242
    Player
    Moonlite's Avatar
    Join Date
    Feb 2014
    Location
    Uldah
    Posts
    1,508
    Character
    Midnight Falcon
    World
    Balmung
    Main Class
    Pugilist Lv 100
    Quote Originally Posted by brinn12 View Post
    This really doesn't sound like something CBU3 would do. We're talking about the same studio that doesn't design a dungeon with anything other than 3 bosses and 6 mob packs. Their idea of "improved encounter design" was DDR on steroids with smaller hitboxes.

    Not doing ex stuff. But the change to leveling was just speeding up the dodge.


    To all the people who think this is an improvement. You are wrong. When markers show up and when attacks go off should be consistent through out the whole game. People shouldn't have to guess when the snapshot is. If you want to build encounters around visual ques and not markers. That is fine except SE doesn't. Not to mention the bosses and the camera angles on the encounters are not well thought out. Last boss in Meso has a text notification flash up on the screen. Because you can't actually see the bosses arms with the design and camera.


    I blame deadly boss mod. And then devs not understanding what deadly boss mod was really.
    (4)

  3. #243
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,578
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by brinn12 View Post
    This really doesn't sound like something CBU3 would do. We're talking about the same studio that doesn't design a dungeon with anything other than 3 bosses and 6 mob packs. Their idea of "improved encounter design" was DDR on steroids with smaller hitboxes.

    They release 2 DPS jobs and suddenly everything has to be balanced around them, as we saw with Light-Heavyweight, M6S and FRU, all of which had broken DPS checks. Now imagine reworking 20+ job rotations while introducing an entirely new system on top of them, and adding 2 more jobs on top of that. All of this while Yoshi-P hasn't explicitly said they plan to change the current level 100 rotations.

    If Yoshi-P says that people who enjoy the current system will still enjoy 8.0, expecting multiple reworks is nothing but wishful thinking.
    Well, Yoshida didn't explicity say anything, really. All of his contradictory statements could lead to nowhere or a place even worse than where jobs currently are.

    I do have a massive boulder of salt when speculating about the future. Although I have that understanding, I'm not exactly expecting anything.
    (1)

  4. #244
    Player
    Punslinger's Avatar
    Join Date
    Oct 2015
    Posts
    127
    Character
    Adela Skychaser
    World
    Lamia
    Main Class
    Dancer Lv 93
    Quote Originally Posted by Rithy255 View Post
    Problem is any content that is lower then like 80 already feels really bad to play, who's having a good experience doing ARR content on a job with half the skills in the first place?
    The incredibly dumb thing is that this is a solved problem! Guild Wars 2 has had dynamic scaling throughout its entire world since launch all the way back in 2012. You keep all your unlocked skills when you get synced down to match your zone - the only thing adjusted by the sync is your stats, to keep the world relevant. If GW2 can do that for its entire damn Core Tyria, then FF14 can do that for FATEs and instanced content. Let players keep their full rotations and just drop the ilvl sync to compensate. Boom, done.

    (Also the ilvl sync needs to be dropped in the CT raids anyway, because new players don't even know those fights have mechanics, with how fast everything gets melted.)

    Quote Originally Posted by brinn12 View Post
    This really doesn't sound like something CBU3 would do. We're talking about the same studio that doesn't design a dungeon with anything other than 3 bosses and 6 mob packs. Their idea of "improved encounter design" was DDR on steroids with smaller hitboxes.
    I think CBU3 still doesn't trust their own process. They made gaming history when they saved FF14 with ARR, and then they've just mindlessly copied that template over and over. It's exactly what you do when you succeed without knowing why, so you're afraid to change anything, in case you break whatever made you successful. Once something achieves even a small success, CBU3 etches it into stone and turns it into an immutable part of every expansion. Blood Gauge on HW DRK became "Job Gauges for everyone!" Eureka in SB became "Relics always locked behind shitty FATE grinds!" Hunts and treasure maps are exactly the same now as when they were first added over a decade ago.

    And we all know, sight unseen, that 8.0 will launch with two new DPS jobs, six dungeons and three trials at x3, x9, and x0 levels, six zones, one new city and one new endgame hub, that 8.05, 8.2, and 8.4 will have four raids, that 8.1, 8.3, and 8.5 will each have a 24-man, that 8.25 will introduce a relic gated behind a shitty FATE grind...
    (3)
    "Once upon a time, you were the based healer, who could carry any tank through the largest of pulls! Now you're just here because the Duty Finder said you have to be." - Lucy Pyre

  5. #245
    Player
    Miguel85NYC's Avatar
    Join Date
    Nov 2012
    Posts
    231
    Character
    Lord Raziel
    World
    Balmung
    Main Class
    Gladiator Lv 88
    Quote Originally Posted by Punslinger View Post
    The incredibly dumb thing is that this is a solved problem! Guild Wars 2 has had dynamic scaling throughout its entire world since launch all the way back in 2012. You keep all your unlocked skills when you get synced down to match your zone - the only thing adjusted by the sync is your stats, to keep the world relevant. If GW2 can do that for its entire damn Core Tyria, then FF14 can do that for FATEs and instanced content. Let players keep their full rotations and just drop the ilvl sync to compensate. Boom, done.

    (Also the ilvl sync needs to be dropped in the CT raids anyway, because new players don't even know those fights have mechanics, with how fast everything gets melted.)



    I think CBU3 still doesn't trust their own process. They made gaming history when they saved FF14 with ARR, and then they've just mindlessly copied that template over and over. It's exactly what you do when you succeed without knowing why, so you're afraid to change anything, in case you break whatever made you successful. Once something achieves even a small success, CBU3 etches it into stone and turns it into an immutable part of every expansion. Blood Gauge on HW DRK became "Job Gauges for everyone!" Eureka in SB became "Relics always locked behind shitty FATE grinds!" Hunts and treasure maps are exactly the same now as when they were first added over a decade ago.

    And we all know, sight unseen, that 8.0 will launch with two new DPS jobs, six dungeons and three trials at x3, x9, and x0 levels, six zones, one new city and one new endgame hub, that 8.05, 8.2, and 8.4 will have four raids, that 8.1, 8.3, and 8.5 will each have a 24-man, that 8.25 will introduce a relic gated behind a shitty FATE grind...
    I find it funny when YoshyP speaks about his creative team... bruh all yall do is copy and paste content
    (3)

  6. #246
    Player
    LukaRoselia's Avatar
    Join Date
    Sep 2018
    Location
    Gridania
    Posts
    113
    Character
    Ruby Togawa
    World
    Zodiark
    Main Class
    Ninja Lv 91
    I swear he said a couple years ago that it was happening in 8.0 but what's new. It's not like the job design is one of the biggest complaints this expansion has had or anything.
    (1)

  7. #247
    Player
    Tannlore's Avatar
    Join Date
    Oct 2011
    Location
    Windrust.. I mean Gridania!
    Posts
    242
    Character
    Tannlore Belegeria
    World
    Rafflesia
    Main Class
    Summoner Lv 100
    This is what I thought when I read that. I wonder if they'll alleviate the "everything is the same" through specializations... (looks at wow's history with talent trees) hmm... here's hoping?
    (0)

  8. #248
    Player
    Sunhwapark's Avatar
    Join Date
    Oct 2017
    Posts
    604
    Character
    Dear Boy
    World
    Ragnarok
    Main Class
    Fisher Lv 100
    Quote Originally Posted by LukaRoselia View Post
    I swear he said a couple years ago that it was happening in 8.0 but what's new. It's not like the job design is one of the biggest complaints this expansion has had or anything.
    Well, I'm sure he will say whatever is necessary to ensure that he has us funding his new ring collection in the years 2026/7.
    (1)

  9. #249
    Player
    Chajii's Avatar
    Join Date
    Jun 2024
    Location
    リムサ・ロミンサ
    Posts
    261
    Character
    Asklepiooze Gazel
    World
    Belias
    Main Class
    Arcanist Lv 100
    Quote Originally Posted by Rithy255 View Post
    Problem is any content that is lower then like 80 already feels really bad to play, who's having a good experience doing ARR content on a job with half the skills in the first place?
    I don't know about you but personally, there are jobs that I genuinely enjoy playing in ARR level range, such as:

    SCH Lv46-Lv53
    Art of War having the same potency as Ruin but without cast time delaying auto-attack, making it a gain on 1 when in melee range.

    BLM Lv40-Lv49
    Ice Mage in AoE is actually viable, Freeze spam and only switch to Astral Fire to maintain Thunder DoT!

    DNC
    The damage from Standard Finish feels great.

    RPR
    Having a melee DPS choice without any positional is neat
    I know not everyone feels this way but I find them enjoyable, being different from rotstions at higher levels makes lower level content more interesting, of course in my opinion.
    (1)
    転化の「回復魔法20%上昇」を「回復効果20%上昇」にしてくださいお願いします!
    このままではまるでエナジードレイン用のフロー補充じゃないですか!
    Please change the "increases healing magic potency by 20%" of Dissipation into "increases HP recovery via healing actions by 20%"!
    As is, doesn't it look like it's just replenishing flows for Energy Drain!?

  10. #250
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,578
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Chajii View Post
    I don't know about you but personally, there are jobs that I genuinely enjoy playing in ARR level range, such as:



    I know not everyone feels this way but I find them enjoyable, being different from rotstions at higher levels makes lower level content more interesting, of course in my opinion.
    I feel otherwise... going back to old rotations just throw me off the level 100 one. It feels extra bad mainly because of how strict and tight you're meant to perform and develop muscle memory with your job.

    That's why I actively avoid doing low level roulettes with my main job. I really like doing old content while getting some daily bonus at the same time, but playing a job at a lower level feels like a gruesome task for me.

    Even jobs I don't know yet. I've unlocked VPR but the rotation is so bad at that level range that I've decided to level it passively just with Wondrous Tails turn-ins, at least until it reaches a more interesting range.
    (0)

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