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  1. #31
    Player
    therpgfanatic's Avatar
    Join Date
    Feb 2014
    Posts
    330
    Character
    Charlemagne Martell
    World
    Malboro
    Main Class
    Dark Knight Lv 80
    I don't know about if Warriors are more fun.

    What I know for a fact is I have to play Paladin in a way that it's not really designed to be played. In an eight man if I don't spam Rage of Halone I can't maintain aggro on bosses. If I try to do any other combos I end up losing threat. It's a particular problem as an off-tank, because I sometimes cannot generate enough burst threat to pull an add off DPS, like in Garuda. I know this is the case for other Paladins because I've read enough discussions about the matter.

    I am pretty sure none of the other classes need to spam their finisher move and forsake the majority of their skill list in to do their jobs. Paladins are not right.

    And then if I need to stun I basically cannot do anything but auto-attack and stun, since if I try to attack the boss he will nearly always start his casting when my global cooldown has just started.

    If you don't play a tank and think everything is great due to philosophical beliefs like "tanks dont dps" then you really have no understanding of the things I'm talking about. And perhaps things are fantastic if you're at the top of the gear tier, but most players aren't going to invest hundreds of hours into playing in order to finally have fun.

    I've been down this road a few times in other MMOs. I know the devs will eventually make improvements because they want players to enjoy the game, but it'll only happen if players speak up.
    (6)
    Last edited by therpgfanatic; 02-19-2014 at 03:28 PM.

  2. #32
    Player
    therpgfanatic's Avatar
    Join Date
    Feb 2014
    Posts
    330
    Character
    Charlemagne Martell
    World
    Malboro
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Reiryuu View Post
    I disagree with calling Circle of Scorn "Runic Blade" as Celes 1) is NOT a paladin, she is a Rune Knight. ( See Rune Knight: http://finalfantasy.wikia.com/wiki/Rune_Knight )
    2) Runic Blade from Celes absorbed magic attacks directed at her, not spammed light from the heavens to do AoE DoT damage.
    I said Riot Blade should be Runic Blade, not Circle of Scorn. Circle of Scorn is clearly Shock inspired.

    Even though Celes is a Rune Knight, the fact remains that Gladiators use MP and have a skill to regain MP. It's not identical but it's in the spirit. I too thought it was weird that it doesn't absorb MP but I assume that is a gameplay mechanic. I don't think NPCs have MP.
    (2)
    Last edited by therpgfanatic; 02-19-2014 at 03:23 PM.

  3. #33
    Player
    therpgfanatic's Avatar
    Join Date
    Feb 2014
    Posts
    330
    Character
    Charlemagne Martell
    World
    Malboro
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Xandim View Post
    Im guessing you mean DRG and MNK instead of BLM for the Buster Sword LB =P

    As for tanks, they are tanks, so its only natural that their LB IS around tanking. But hey, at least on Ultima we get to use it... right? =P

    Im not saying to deny it, just saying that some issues have higher prioritys than others (like the LB system should have priority over a name convention)
    How many hours of gameplay time does someone need to invest into a tank in order to finally be able to use their limit break? It's hundreds of hours of game time you're talking about.

    The problem with getting more people to play tanks is tanks are not fun at all until end-game, and even then they got some issues. To get more tanks, pre 50 leveling must be more fun.
    (2)

  4. #34
    Player
    Lilyanna's Avatar
    Join Date
    Jan 2014
    Posts
    183
    Character
    Mia Koji
    World
    Midgardsormr
    Main Class
    Conjurer Lv 53
    Quote Originally Posted by therpgfanatic View Post
    The problem with getting more people to play tanks is tanks are not fun at all until end-game, and even then they got some issues. To get more tanks, pre 50 leveling must be more fun.
    Adding all of this wont change a thing I'm afraid. You can make the class have good dps, fun to play and awesome skill names and most people wont go back.

    It is not that tanking is un-fun or boring, it the THE PLAYER BASE! Rude, selfish people that belittle/rage at new tanks, thus, making the player not want to try anymore.

    And even then, if you make it fun, some will still Fate Grind and then run with their FC to learn their skills and probably STILL NOT do anything outside of dailies (And still incur a shortage because they will only queue up once).

    As much as I do like the suggestion, it wont work as long there are toxic, nasty players out there.
    (9)

  5. #35
    Player
    XNihili's Avatar
    Join Date
    Aug 2013
    Posts
    272
    Character
    Mewchat Bogz
    World
    Ragnarok
    Main Class
    Warrior Lv 55
    Well in the previous solo Final Fantasy games, you don't really need to have tank so of course Paladin doesn't feel like the previous FF Paladin.
    The only way for tank to have more players is to have them have the biggest damage too cauz you know people like them big numbers for their parser.
    Ninja in FFXI was an interesting way of tanking (switching from Utsusemi: Ni to Ichi while being under fire by double attacking monsters was the thrill) but it didn't bring much people to tanking either.
    (0)

  6. #36
    Player
    BunnyChain's Avatar
    Join Date
    Aug 2013
    Location
    Lavender Beds (✿◠‿◠)
    Posts
    689
    Character
    Rena Cebe
    World
    Moogle
    Main Class
    Conjurer Lv 1
    Some of the design decisions I’ve seen (like Odin’s sword Zantetsuken not being a very good lv50 weapon stat wise) make it appear you don’t fully grasp the appeal of a FF MMO to fans of the franchise. The majority of people who decide to play FF XIV want to experience a Final Fantasy universe and use iconic Final Fantasy abilities on characters that look and feel like iconic Final Fantasy characters. We do not want yet-another-Tolkien-inspired-fantasy-setting with the bulk of the game concept bored from Everquest and World of Warcraft. The MMO market is flooded with “Not-LoTR” worlds and I personally am tired of those games...the most enjoyable parts of FF XIV are the end-game content focused on nostalgic things, like the Empire from FF6, Ultima Weapon from FF7 and the primal fights. Sunken Temple is obviously the Stillshrine of Miriam from FF12. I even liked the Demon Wall, and I’m going to assume Cutter’s Cry is supposed to be Antlion’s Den from FF IV. I am looking forward to Crystal Tower as well. But a lot of the other dungeons are forgettable and its because they could have been in any other game.

    Story wise, there is tons of nostalgia infused into the game. So I believe you must understand that nostalgia is important for the players, otherwise it'd not be there. And while the story is very good and filled with references, the GAMEPLAY is lacking in the nostalgic "feel" of a FF game. Sure, my Gladiator looks really bad-ass doing his FF style attack animations but he looks bad ass while doing very little damage. It's hard to feel epic when that is the case.

    So when it comes to the problem with tanks, not applying the same level of care you took to creating the storyline as to the gameplay of Gladiators and Marauders is what is causing much of the disconnect. You copied the form of World of Warcraft tank classes, but you failed to infuse any of Final Fantasy’s heart into the Jobs to make them your own. You need to fix this.

    The nostalgic elements that have defined the Final Fantasy universe for three decades is what drew me and many others to this world. Personally I was very reluctant to buy the game and try FFXIV when it was first released because I took one look at the ability lists for Gladiator and Paladin and it didn’t seem very FF inspired to me. I feared a repeat of FFXI’s “Everquest with Final Fantasy flavor-text” experience that I did not want again.

    Because hardcore MMO gamers like myself research these games before buying them (we want to ensure our time and money won’t be wasted on a game we won’t enjoy), I believe the developers missed a huge opportunity to take advantage of the nostalgic sentiment that we have for iconic melee characters like General Leo, Terra, Celes, Cloud, Squall, Tidus, etc, when they designed the Gladiator class. At least change the darn ability names. I believe this is a small and not time consuming tweak that would have a huge impact.

    (I would also suggest renaming many of the Marauder and Warrior abilities, too, probably drawn from the melee ability lists of games in the Final Fantasy Tactics series but I don’t have the time or inclination to level up a Warrior just to examine their ability animations).

    The third reason is that playing a tank -- at least a Paladin -- is harder than it ought to be on the PS3. I have no experience with the PC version so it may be different but because the targeting system is so crappy I have trouble provoking mobs that are attacking the player. By “crappy” I mean the targeting system often skips over mobs that are directly in front of my character and jumps to a mob at the back of the room. There are encounters like in Aurum Vale where I fight the game’s controls more than the monsters; the fruit are nearly impossible to select with only a controller (suggestion: it’d be easier to trigger a fruit by walking over it just walk over it) because of the poor target selection system for the PS3. I can literally be standing in front of an fruit but unable to select it no matter what direction I cycle through, forcing me to constantly reposition myself until I get the fruit or die trying.

    Some FFXIV legacy players might scoff at these suggestions but I think they would do a lot to encourage people to play the Gladiator / Paladin class. With how the abilities are named right now it is NOT clear how this Job has anything to do with past Final Fantasy characters; you’d need to have an encyclopedic knowledge of FF games to get the references. It needs to be more obvious. I suggest you make the name changes now while the game is still early in its life-cycle, while the player made guides can still be easily updated.

    I'm not trying to be rude but you need to understand what the players want. Nobody buying this game cares about brand new made-up gods like Halone that do not appear in the main story of FF XIV, and have never been in previous FF games. We have no sentimental attachment to “The Twelve” because they are never introduced, and they NEVER appear in the storyline, so we have no reasons to care about them. Unlike the Primals they do not have three decades of legacy supporting player attachment to them.

    Therefore, naming abilities after The Twelve is meaningless to the player. Names have power; if you had instead called Rage of Halone “Omnislash” or “Renzokuken” the playerbase attachment to the Gladiator would be significantly higher, and therefore the desire to play one much more prominent. Then when a mediocre damage ability is named something very notable like Riot Blade, the poor use of a powerful name detracts from the experience. I was initially excited to unlock Riot Blade, but then I realized it’s not part of the DPS rotation, but instead a way to recover MP for Flash spamming. Riot Blade is an iconic limit break for a beloved FF protagonist, Terra and it did tremendous damage. Thus you have inconsistent branding issues with the Gladiator class and it detracts from the enjoyment of the game while playing that class.

    Some of the design decisions I’ve seen (like Odin’s sword Zantetsuken not being a very good lv50 weapon stat wise) make it appear you don’t fully grasp the appeal of a FF MMO to fans of the franchise. The majority of people who decide to play FF XIV want to experience a Final Fantasy universe and use iconic Final Fantasy abilities on characters that look and feel like iconic Final Fantasy characters. We do not want yet-another-Tolkien-inspired-fantasy-setting with the bulk of the game concept bored from Everquest and World of Warcraft. The MMO market is flooded with “Not-LoTR” worlds and I personally am tired of those games...the most enjoyable parts of FF XIV are the end-game content focused on nostalgic things, like the Empire from FF6, Ultima Weapon from FF7 and the primal fights. Sunken Temple is obviously the Stillshrine of Miriam from FF12. I even liked the Demon Wall, and I’m going to assume Cutter’s Cry is supposed to be Antlion’s Den from FF IV. I am looking forward to Crystal Tower as well. But a lot of the other dungeons are forgettable and its because they could have been in any other game.

    Story wise, there is tons of nostalgia infused into the game. So I believe you must understand that nostalgia is important for the players, otherwise it'd not be there. And while the story is very good and filled with references, the GAMEPLAY is lacking in the nostalgic "feel" of a FF game. Sure, my Gladiator looks really bad-ass doing his FF style attack animations but he looks bad ass while doing very little damage. It's hard to feel epic when that is the case.

    So when it comes to the problem with tanks, not applying the same level of care you took to creating the storyline as to the gameplay of Gladiators and Marauders is what is causing much of the disconnect. You copied the form of World of Warcraft tank classes, but you failed to infuse any of Final Fantasy’s heart into the Jobs to make them your own. You need to fix this.

    The nostalgic elements that have defined the Final Fantasy universe for three decades is what drew me and many others to this world. Personally I was very reluctant to buy the game and try FFXIV when it was first released because I took one look at the ability lists for Gladiator and Paladin and it didn’t seem very FF inspired to me. I feared a repeat of FFXI’s “Everquest with Final Fantasy flavor-text” experience that I did not want again.

    Because hardcore MMO gamers like myself research these games before buying them (we want to ensure our time and money won’t be wasted on a game we won’t enjoy), I believe the developers missed a huge opportunity to take advantage of the nostalgic sentiment that we have for iconic melee characters like General Leo, Terra, Celes, Cloud, Squall, Tidus, etc, when they designed the Gladiator / Marauder classes. At least change the darn ability names. I believe this is a small and not time consuming tweak that would have a huge impact.

    (I would also suggest renaming many of the Marauder and Warrior abilities, too, probably drawn from the melee ability lists of games in the Final Fantasy Tactics series but I don’t have the time or inclination to level up a Warrior just to examine their ability animations).

    The third reason is that playing a tank -- at least a Paladin -- is harder than it ought to be on the PS3. I have no experience with the PC version so it may be different but because the targeting system is so crappy I have trouble provoking mobs that are attacking the player. By “crappy” I mean the targeting system often skips over mobs that are directly in front of my character and jumps to a mob at the back of the room. There are encounters like in Aurum Vale where I fight the game’s controls more than the monsters; the fruit are nearly impossible to select with only a controller (suggestion: it’d be easier to trigger a fruit by walking over it just walk over it) because of the poor target selection system for the PS3. I can literally be standing in front of an fruit but unable to select it no matter what direction I cycle through, forcing me to constantly reposition myself until I get the fruit or die trying.
    Purple part is doubled. ;p

    Interesting read, I think I have to disagree about the mount, if people have to level a job all the way to 50, some might find tanking fun and will stick to it, some might even play it on occasion, I might even do that...
    (2)
    Last edited by BunnyChain; 02-19-2014 at 06:55 PM.

  7. #37
    Player
    Grizzlebeard's Avatar
    Join Date
    Oct 2013
    Posts
    364
    Character
    Fey Darkwalker
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by therpgfanatic View Post
    I have not only played multiple MMOs for three decades, but in the past I worked professionally as a game systems designer on a long running MMORPG.
    Not to detract from your ideas, as I feel constructive feedback should be encouraged, but three decades playing MMOs is a little misleading considering MMOs didn't surface until the late 90's (UO '97 / EQ '99) so at most you could have been playing them for 17 years.

    Having your friend sit by your side while you played Adventure on the Atari back in '79 doesn't classify as MMO either.
    (6)

  8. #38
    Player
    Macka's Avatar
    Join Date
    Aug 2013
    Location
    Uldah
    Posts
    412
    Character
    Macka Na'vatru
    World
    Diabolos
    Main Class
    Miner Lv 50
    I read all that just cause I can't sleep but stop caring after you pulled a random name out of thin air. 5% of the player base plays tank as they main. What?
    (0)

  9. #39
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Xandim View Post
    (I hate being some stun ho for ifrit)
    This is less the fault of PLD and more the fault of the devs for making stuns, 1-second silences and 1-second pacifications replace interrupts seen in other games. Generally the DPS are supposed to be responsible for interrupting with the tank being part of that interrupt order/rotation if gameplay allows and they have the opportunity to do so. This aspect of combat is ass-backwards when the tank is expected to do the brunt of the interrupting (moreso when BRD's selling point is not so much DPS or buffs but the ability to interrupt spells with Blunt Arrow...). In a perfect world DRGs and MNKs should be the ones equipped to do interrupt rotations on encouters like Ifrit.

    You could chalk it up to the fact that DF forces people to have two tanks for Ifrit, but I can counter that by saying that Bowl of Embers should be a dungeon with two or three bosses before facing Ifrit himself, with mechanics for those other bosses to justify having that second tank in the group.
    (2)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  10. #40
    Player
    Macka's Avatar
    Join Date
    Aug 2013
    Location
    Uldah
    Posts
    412
    Character
    Macka Na'vatru
    World
    Diabolos
    Main Class
    Miner Lv 50
    Quote Originally Posted by BunnyChain View Post
    Purple part is doubled. ;p

    Interesting read, I think I have to disagree about the mount, if people have to level a job all the way to 50, some might find tanking fun and will stick to it, some might even play it on occasion, I might even do that...
    You know how 3 lawyers that been practicing law for 10yrs get together and make an ad saying "Over 30yrs of experience". That's what he did lol.
    (3)

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