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  1. #1
    Player
    Fendred's Avatar
    Join Date
    Jun 2011
    Posts
    956
    Character
    Valentyne Laska
    World
    Balmung
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Gilraen View Post
    But that's the thing, damage isn't complicated. This game is so much easier to read enmity than XI ever was. There's that incredibly convenient 'red light, green light' icon in the enemy list that practically holds your hand in controlling personal enmity. If it's turns yellow you might want to start adding a second or two between rotation actions. Orange, might want to stop the rotation and let auto-attack hold you till it drops back to yellow or green. It's not that hard. In XI you had nothing to tell you when you were pulling hate except the mob's deathly gaze as it turned around. And yet, for all of XIV's tools, noone seems to be able to do just that, control their enmity.
    They aren't comparable. FFXI's combat system is much, much slower than FFXIV's. Faster cooldowns and more buttons to press means they will inevitably spend more of their time looking at their action bar than roles that do not have that disadvantage. Healing requires a player to be paying attention to other's health bars, but they don't need to press their keys in a specific pattern to max out healing. Tanks have simple rotations and focus almost entirely on the battlefield due to their responsibility. Damage dealers, on the other hand, are there to max out damage which requires increased focus on their own character and action bars. That will have an adverse effect on their performance as team coordination becomes more tight.
    (1)
    Last edited by Fendred; 09-14-2014 at 01:10 AM.

  2. #2
    Player
    Catsby's Avatar
    Join Date
    Aug 2014
    Location
    Windurst
    Posts
    85
    Character
    Catsby Cattington
    World
    Goblin
    Main Class
    Conjurer Lv 70
    I actually like having phases that can overlap if you dps too hard/not hard enough. It makes the fight feel more organic and forces players to be more aware of their party members. Of course this tends to identify the players in your party who aren't really pulling their weight but it wouldn't be a problem if ARR had more collaborative utility actions. As others have mentioned, you are pretty cemented into your role and don't really have ways to help others with theirs.
    (0)

  3. #3
    Player
    skaterger's Avatar
    Join Date
    Mar 2014
    Posts
    455
    Character
    Joanna Selenia
    World
    Tonberry
    Main Class
    Thaumaturge Lv 50
    Its hilarious to see some people trying to bash the OP by saying that they can't hold their dps or aggro. If you can clear the fight, holding dps is nothing but a minor annoyance. Right now for t7, we're spending more time waiting for voice to go off at 80% than we are bringing her down from 100% to 82%. As players get more geared, the time waiting will increase.

    It's more irritating than a "mechanic" that will wipe you if you are stupid enough not to watch your aggro bar, not to mention that this phenomenon is a consequence of a badly designed fight. There are many games out there with bosses that phase change that don't run into this problem

    There is a big difference between holding aggro because you are surpassing the tank in threat and holding aggro because the boss uses an instant wipe ability at the wrong time.
    (1)

  4. #4
    Player
    Kimikryo's Avatar
    Join Date
    Oct 2013
    Posts
    512
    Character
    Kimikryo Torahige
    World
    Balmung
    Main Class
    Samurai Lv 74
    There simply isn't a "doing too well"

    Example Twintania. If you know, your damage output is that high, that a phase change can happen during conflags there are three solutions.
    1) Slow down dps a nodge
    2) Push out more damage that the phase change even hits earlier
    3) Cope with it

    I did 1 and 3 several times. 1 goes against the nature of a lot of players because they want to hit faster and harder without thinking.
    Solution 3 damands a group without rage quitters and "you so bad /point" people, and the luck that the target of the dangerous ability isn't someone important for the next phase.
    (0)

  5. #5
    Player
    Mook_Mook's Avatar
    Join Date
    Dec 2011
    Posts
    211
    Character
    Mook Mook
    World
    Excalibur
    Main Class
    Archer Lv 50
    The main issue is gear is more or less equating to more work(or less work because you have to put away your weapon and wait) for the statics to re learn fights based on there item level and higher level of skill, which is rather counter productive.
    Should dps pay attention yes! Can slowing down DPS as a mechanic be a cool feature yeah! Is slowing dps because youve reached max ilevel and you are good at your class because of poor fight structuring no!
    (3)

  6. #6
    Player
    SeraviEdalborez's Avatar
    Join Date
    Mar 2011
    Posts
    1,558
    Character
    Seravi Edalborez
    World
    Hyperion
    Main Class
    Gladiator Lv 90
    See though, Ramuh Ex, Turn 5, Turn 7, and Turn 8 are all examples where you can push phases at awkward or inopportune times, and it can cause problems that result in deaths. And I have 0 problem with that.

    Because none of them are an instant "you lose".

    My hating Ifrit/HMHM's mechanics does not mean they aren't also broken.
    (1)

  7. #7
    Player
    Alyko's Avatar
    Join Date
    Sep 2013
    Posts
    192
    Character
    Alyko Cautes
    World
    Tonberry
    Main Class
    Archer Lv 53
    I would pay money to see these kids play XI, I really would.
    Did we play the same game?

    XI doesn't have the "team jump rope" mechanics XIV has. Nor were there stupid enrage timers and "LOL EVERYONE DIE AOE" outside of a handful of NMs. I can think of one fight offhand that punished you for DPSing too fast (Celestial Nexus battle) and even then it was predictable.
    (2)

  8. #8
    Player
    Catsby's Avatar
    Join Date
    Aug 2014
    Location
    Windurst
    Posts
    85
    Character
    Catsby Cattington
    World
    Goblin
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by Alyko View Post
    Did we play the same game?

    XI doesn't have the "team jump rope" mechanics XIV has. Nor were there stupid enrage timers and "LOL EVERYONE DIE AOE" outside of a handful of NMs. I can think of one fight offhand that punished you for DPSing too fast (Celestial Nexus battle) and even then it was predictable.
    It wasn't as much of a " punishment". The NMs/whatever would just gain TP faster and seemed to use it more liberally. what made it scarier was the lack of orange circles and extra debufs that got tossed around by spells. If your group paced itself you ran into far less AoE or didn't trigger nasty moves. I think there were even a few bosses that would only use their worst stuff if they took too much damage over time or were hit by certain spells.
    (0)

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