Dare I say ... what for it .... content that lasts quite a bit and isn't obsolete really quick? or how about content that isn't introduced that's already obsolete ... I'm looking at you primals.
Dare I say ... what for it .... content that lasts quite a bit and isn't obsolete really quick? or how about content that isn't introduced that's already obsolete ... I'm looking at you primals.
The game actually becoming fun to play... and not being forced into statics to get the best gear like Coil.
Sexual intercourse on the FC house.
A player hosted Darwin Awards like system where we may grant awards to people who died in the most hilarious ways imaginable.
This is the real problem, simply not enough content/options at endgame or around it, hopefully 3.0 will address this, if it doesn't I see dark days ahead for Xiv, this game can no longer be called "new", something needs to change.
Our best FC healer is done with coil at turn 9, she refuses to step foot in there again until SE forwards options besides scripted/reaction time based fights, they are simply burning people out, some randomness is a must.
Our best tank has suffered RNG hell for some time now while a somewhat lesser skilled tank has managed to be geared in some two weeks, we also have a similar situation involving two healers, the rewards in this game need to be reflective of ones effort instead of being slave to the fickle RNG god.
Xi got away with this purely because the "amount" of things you could do that applied to RNG were far more numerous, here you have coil, and coil, and more coil, this is why I voiced support for the gear token suggesstions.
These are far more critical issues with Xiv than overpowered I110 accessories are, anything past I115 i am assured by more accomplished FC members than myself are virtually unneeded anyway and just make current content easier.
Their needs to be far more event options endgame to keep people subbing.
I would argue that inventory and housing issues outweigh accessory issues, server strain/capacity responses wont keep subs, Se has the capital to upgrade their hardware, it needs to be done, Se reported themselves that Xiv's sales and sub numbers far exceeded their expectations.
The business model needs to be revisited, tweaked, spend some cash already, and before it is brought up I do actually know something about server purchase costs, my GF used to build corporate servers for Dell in Texas.
Many of Final Fantasy's diehard fanbase aren't 13 year old streak of shit reflex hand-eye coordination athletes, this lights on the floor connection penalized encounter crap needs to go, as long as server side results persist even the best systems will be at the mercy of ISP quality, upstream chokepoints and packet loss issues, this is not paying sub players at fault.
Calling these "Youtube warrior" reflex/connection influenced "migraine headache" mechanics "skillbased" is a stretch, if not a pure joke.
The fight mechanics coding in this game is infantile and lazy, dodge this, dodge that, enough already, how about don't use that spell on that mob, or this weapon skill on this mob or it's lights out.
The mechanics revolve around young gamers who have 20/20 vision and mach 3 hand eye reflexes and alienate older players who have been FF fans for decades.
The lights on the floor AOE's are fake looking and really don't fit with the graphics, foreground, background or otherwise, I wont call it immersion from a personal view, but others will and have a valid point.
Knowing "what" to do in reaction to an enemy act, when or when not to do something is skill, synapse connected eye to hand reflex alone isn't, it's "dodge that move online".
It's "memorization" nothing more.
Last edited by Lamentations; 03-06-2015 at 08:40 AM.
Materia melding involves "crafting" the materia into gear, where you need 100% to not fail, and the quality required is based on the ilevel of the gear receiving the materia as well as which slot the materia is going into. Meanwhile, the tier of the materia affects how much durability you have to work with. So, open slots require 0 quality and 1 progress (just to be fair, only 1 progress is ever needed), while a Tier I materia going into the 5th slot of a level 15 piece of gear requires 2500 quality with 120 durability. However, putting a Tier IV materia in the 5th slot of an i110 piece goes up to 8000 quality with only 60 durability.
Change Synthesis abilities to be affected by Good, Excellent, and Poor conditions (things that cause specific increases like Piece by Piece or Flawless Synthesis would be unaffected).
Elemental weapons have their resistance changed to a specific elemental damage type, and those weapons' attacks randomly cause status effects based on the element (Thunder -> Paralyze, Blizzard -> Bind, Water -> Poison, etc.). Likewise, armor retains resistance to reduce damage, with a bit of a buff :3, but also receives a bonus to evade elemental status effects. Ex: For every, say, 50+ Earth resistance you stack you get 5% reduction to Earth damage as well as 20% ability to be unaffected by Slow, even on attacks from behind that weren't Earth-based. Enemies would also get this boost, so Ramuh could Paralyze with his lightning attacks (auto-attacks would still be non-elemental) but not be paralyzed.
Last edited by Grey_Cain; 03-06-2015 at 08:12 AM.
ADDONS ADDONS ADDONS.
they allow us to buy gil in their cash shops
Craziest? They abolish Arcanist as a base class and rework SMN and SCH to be proper, competitive standalone jobs. SCH obviously still a healer and SMN a dps but without being gimped clones held back by the bad design that is Arcanist.
Seriously just trash the carbuncles and egi's and put in actual summons. Having a class centered around just carbuncles wouldn't even be a summoner class anymore, there would be no diversity besides different colors which would be a let down. No, put in the actual summons, and completely redo the system from scratch. Separate the SCH and SMN classes, and let the SCH keep the original system. Make the Machinist the actual DoT dealer and have the SMN focus on something else entirely.
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