10 minutes spawntime and lv30-35 gear drop, if you mean NMs in open-world dungeons.
And THIS is why so many players refer to FFXIV as a WoW clone. Seriously, this game has the potential to escape that damned stereotype and I personally want it to more than anything but
as long as Yoshi-P along with the rest of the dev team are scared to even so much as add some type of challenge outside of "You either dodge everything or insta-wipe"(which isn't challenging but more accurately just annoying.)this game will continue to hold this stereotype.
Due to the backlash from adding atma farming and other mildly challenging content(99% of them being WoW-babies) chances are they will revert back to their "safe-zone" in development.
It's not so much the fact we are stuck in the same roles throughout the fight or dungeon as much as it is being stuck without any kind of anti-patterns or pattern breaks in the end game raids/dungeons. We can't do much to change what a boss does except burn the thing down faster and to top it off they almost always have some giga-mega-super move that they pull out of their rear end that no one can interrupt or stop.
I don't see why players can't stun Raffelasia to prevent it from using Blighted Bouquet considering we can stun a giant freaking buffalo that is probably just as big. Heck, if people get concerned that the fights would be too easy, they could just make it so using those strats reduces the iLvL or amount of loot from the fight. The end game model they have adopted from WoW and it's ilk never made any sense...
It's like "Why did you give me this sleep spell when I will never use it again after hitting level 50?!"
Well, that and I guess I just like the idea of seeing in PF "Ramuh EX win party! No sleep/stun strat. Greed>Need."
Last edited by Colt47; 09-14-2014 at 07:23 AM.
Did... Did you just imply that rubbish like atma is in any way, shape or form 'challenging'?
After playing in this end game for a while, I agree with OP. The bulk of the game and the current end game feel like completely different animals due to one being very open to running as different classes and the other being ultra-strict with you only playing a single class. FFXIV:ARR needs to be different from other MMORPG end games because its impossible to compete as an effective subscription model in an over-saturated market of copy-cats doing the same thing. Not to mention many of those games let you raid free of charge. If any of my friends' raid groups open up in SWTOR, Wildstar, or some of the other games they play, there is very little reason for me to consider staying here.
Edit: In before someone says "but its doing just fine," keep in mind that people keep leaving and then resubbing when what they really wanted was consistent, predictable payouts. That's not possible if the number of subs keep bobbing up and down like that. The very existence of the recruit a friend option was due to droves of people leaving in 2.2.
Last edited by Fendred; 09-14-2014 at 09:20 AM.
No they won't. They know the de-facto end game model doesn't work because of what happened during patch 2.2. MMORPGs don't go all "recruit a friend" unless something very bad is happening, and a lot of people did leave during 2.2.
I don't understand how you can come to the conclusion that "Recruit a friend" is somehow short hand for " Our game is dying." It's actually just a fantastic marketing strategy, plain and simple. In stead of spending hundreds of thousands of dollars in add campaigns You can spend a mere few hundred on in game items so that your players will do all the advertising for you. It doesn't mater if the game has 5 people playing it or 10 billion, it's still a good marketing strategy.
What. I'm sorry I thought you just told me waiting for RNG to spit out my prize was a challenge.
1.2x didn't promote any kind of class diversity in a boss fight. It was "Blm is best in this fight, bring 5 blms" and then "Mnk is best for this boss, everyone switch to mnk." Having to stick with one job for the entirety of the instance is by far one of the best decisions they made. There were a few fights in 1.0 that truly impressed me with how much strategy they took (Nael hard), but most of the fights were burns. Coil has been improving with each turn in terms of the required strategies and I'm sure it will only get better as the developers get more experience. My only beef with the system as a whole compared to 1.2x is the combat system. I really liked the slower pace of 1.2x over the global cooldown system in place in 2.0.
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