Quote Originally Posted by Kazama View Post
Quite frankly I don't give a rat's ass about PF. Everyone is, in fact, possible of building their own party. We see it all the time in the form of "Brayflox Sol Farm - NOT SR". I can't count the number of tears I've seen drop from players crying about not getting into parties. There is no rule or even vague notion that you are required to join someone elses party... Again, PF & DF are making this into an anti-social single player RPG. Here is a tip to prevent this: Socialize, make friends, find people who like to play the way you do as there are bound to be others, at least for now.
You don't give a damn about PF, that's cool but since its a tool that is implemented, you cannot expect players not to use it. You like to walk 15 minutes to get to the instance's entrance, I don't and enjoy the convenience of entering from wherever I am in the game world. I don't think PF makes the game anti social at all. All it does is to eliminate the need for shouting and spamming for party invites in city hubs. I am in a group for coil, but thank you for asking. As a raid leader previously, there is no such thing as play as you want. If there is a way to make the encounter easier, you will choose that option. Unless you choose to build a campfire and host a dance party around Melusine, no group that is in the very least progression minded will not choose to farm that gear to totally trivialize that encounter making the whole gear/combat system balance out of whack.



Quote Originally Posted by Kazama View Post
There is no reason that an MMO has to have perfect balance, none of them do anyhow. A little irregularity is really nice in creating inadvertent dynamics. FFXI was riddled with it, WoW is among the worst, Aion Clerics could solo almost any endgame dungeon. One thing that these all share in common? They were waaaay more fun in their prime time. The only thing that imbalance really hurts everyone in is PvP. I mean sure, it was disappointing that I couldn't get EXP parties as BLM in XI's ToAU but that lead the BLMs to creating epic manaburns or soloing mobs that would normally wipe an entire party of melee. My point is, there is no diversity at all in XIV and that is it's largest problem.
There is absolutely every reason for an MMO to be balanced, pve or otherwise. It is ok for single player rpg not to be balanced because you are only dealing with NPCs and not human players. Imagine if there is a class in ARR that deals 20% more damage than the rest of the classes. Everyone would be playing that and nothing else. Imagine levelling a class to 50 and finding out there hey, we don't want you because X and Y class is better than you. Must be a nice feeling huh. The diversity in FFXIV comes from skill, and that really should be the defining factor in any mmo.



First let me fix this for you.



Quote Originally Posted by Kazama View Post
That's almost perfect, they added one encounter that you had to adapt for. It didn't stay stagnantly like this for the rest of the content, they added a layer of something and created depth. It means you had to work towards and prepare for one fight in order to defeat it. That is what I'd call adding depth, dimension and building an experience for your players. Because what do we have now? Go in, cross your fingers people know the fight and have low latency. If they don't, you lose, if they do you win? That's not a shallow experience at all...
Yes because AOEing down a bunch of small elementals over and over again which pose no challenge at all so you can finally do the real encounter which "cross your fingers and know the fights" is really building an experience huh. Can I have some of what you are smoking?