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  1. #1
    Player
    Greedalox's Avatar
    Join Date
    Jul 2015
    Posts
    1,285
    Character
    Blufnix Greedalox
    World
    Diabolos
    Main Class
    Machinist Lv 90
    I think the problem you're perceiving is that a class is complicated when played excellently and not that complicated when played averagely. That's good class design if you ask me. You are playing an online game, therefore there is huge variance in player skill. There NEEDS to be ways for players to go above and beyond and there needs to be content that can be done by those who can't perform to the highest of expectations. MOST players can pull out the minimal numbers required for their class in content and that's okay.

    What I think you think the problem is is that the deviation from amazing and average or above average is noticeable, but by no means mandatory still unless you're in savage (Which is current end game content). You're comparing yourself to the best of players and assuming that makes you bad. That's not true. You are probably a good player... there are some who are just better and that's okay.

    The only exception to this in my opinion is Black Mage. There's not many decent Black Mages and that's a shame. You're either blowing things up or resorting to your 2.0 rotation when things don't go well.
    (8)

  2. #2
    Player
    FoxyAreku's Avatar
    Join Date
    Jul 2014
    Location
    Limsa
    Posts
    2,889
    Character
    Areku Foxfire
    World
    Hyperion
    Main Class
    Scholar Lv 90
    Raiding might not be for you. Maybe sitting in your FC's front yard hitting a target dummy would be more to your liking.

    If there wasn't stuff to interrupt your rotation in fights then what would even be the difficult part of it?
    (5)

  3. #3
    Player
    Odowla's Avatar
    Join Date
    Jan 2014
    Posts
    519
    Character
    Odowla Wetae
    World
    Gilgamesh
    Main Class
    Pugilist Lv 60
    Quote Originally Posted by FoxyAreku View Post

    If there wasn't stuff to interrupt your rotation in fights then what would even be the difficult part of it?
    This pretty much.. I could level any job to 60 right now and do probably 95% of optimal DPS on a dummy... but i gurantee you I wont get anywhere near that in an actual fight without knowing the nuances of the rotation or the class specific tips, etc.
    (1)

  4. #4
    Player
    Subucnimorning's Avatar
    Join Date
    Aug 2013
    Posts
    457
    Character
    Blue Lightt
    World
    Behemoth
    Main Class
    Dragoon Lv 70
    I disagree a lot with the OP's notion that melee requiring positionals is a bad thing, it is part of what has attracted me to melee DPS in this game, it adds some complexity to rotations and some challenge on certain fights to max DPS. Without positionals all rotations would be mindnumbingly boring, in my opinion.
    (3)

  5. #5
    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 Subucnimorning View Post
    I disagree a lot with the OP's notion that melee requiring positionals is a bad thing, it is part of what has attracted me to melee DPS in this game, it adds some complexity to rotations and some challenge on certain fights to max DPS. Without positionals all rotations would be mindnumbingly boring, in my opinion.
    The thing is that for those of us who've played MMOs for a while, positionals are something that rogue classes get. It's sort of their thing since they rely on backstabs and the like. It could have been used as a mechanic to define a job's identity but instead they gave it to everyone that is melee DPS (NIN was the exception). This is something I had an issue with since beta, both as someone who likes classes being diverse and someone who normally stays away from rogue classes.
    Quote Originally Posted by Allyrion View Post
    I hate simple rotations.
    See, I'm the opposite. I'm a fan of simple design and gameplay. More because it's straighforward, since I've never cared for overly complicated gameplay.

    This said, I do believe in the middle ground. Some jobs being complex to play, some jobs having simple gameplay. Tanks sort of have this diversity between PLD's straightforward design and DRK's semi-jumbled array of skills (including buttons that exist solely for the sake of having an extra button to push). DPS could use it as well, I think.
    (4)
    Last edited by Duelle; 08-11-2015 at 03:46 PM.
    * 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)

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