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  1. #1
    Player Kaurie's Avatar
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    Apr 2015
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    2,427
    Character
    Kaurie Lorhart
    World
    Leviathan
    Main Class
    Summoner Lv 80
    Quote Originally Posted by Dante_V View Post
    The relic is worth getting to me. The grind really isn't that much and I'm about 2/3 of the way complete with the weapon so far. It can easily be achieved in 2 or 3 weeks to a month of casual play which is pretty standard for any relic quest.
    This is not relevant to the topic.

    Topic: Add interesting/unique stats to the relic (and possibly other gear).
    (6)

  2. #2
    Player
    RiceisNice's Avatar
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    Jul 2014
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    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Kaurie View Post
    This is not relevant to the topic.

    Topic: Add interesting/unique stats to the relic (and possibly other gear).
    The relic is BiS for some jobs, to some people it's worth the process to get to that. For others, it's not worth it to slam their heads into it. (espesiaclly MCH and maybe DRG). Me personally? I'm so disappointed that a content could be delayed so long but only end up using existing and even old 2.x content. It's the final straw for a lot of people, and the already-low expectations I already had with the content patches continues to dwindle even more. I'm ready to take a (indefinite) break from the game if my raiding static wasn't still together.

    Quote Originally Posted by Velhart View Post
    I think the quest team and item team are not exactly the same group. I think item team's handle in it was waiting to see how fast people were obtaining ilvl210 gear and balancing off that. How did the relic quest turn out? Poorly. Its not to say they didn't work hard on it (sorry really stretching that statement out), but I think the FFXIV team overall lacks the man power to bring interesting content and unique ways to give us something we already have.
    Then they either have an entirely backwards thinking, or they need honestly stop sitting behind that excuse. There's absolutely no reason for a piece of content to be delayed and still come out the way it is. Not to mention there was a slide in a Liveletter a long while back where they'd acutally rotate people for designing content, or something along that line. Regardless of who it was, the problem is reoccuring with each and every patch, and it's notorious bad for 3.15's anima quest which was delayed since 3.0 because it wasn't ready (and it does not have the design to show that long of a development time). Even in regards to relic I wasn't expecting something over the top as new encounters and such, but rather for them to stop making 2.x content relevant to 3.x's progression. I'm fine with going back to eastern thanalan to rescue an important NPC from halatali. I'm not fine with going back for 2.x hunts (which for some reason ,rewards more than 3.0 hunts toward the anima quests) or 2.x beast tribes to work on 3.x content.

    A principle that takes effect in customer service is that people will wait for good product.. At this point I feel that SE can't afford to pump out subpar or bad content because all it'll do is lower expectations and patience (if you really need to delay something to perfect it down the road), but they've already accomplished that in most people's eyes as early as 3.07

    Quote Originally Posted by Velhart View Post
    Did Patch 3.15 get delayed?

    The anima quest (which is the majority, if not entirety of 3.15) was delayed from 3.0 to 3.1 to 3.15. And to be fair, the mid series patches are only really there to add in things like balancing changes, QoL adjustments, or otherwise act as the "second half" of a content patch. Like I mentioned before, SE has set themselves standards in 2.x cycles that they themselves are not meeting now. You can quite honestly look at the patch notes for 3.15 and realize that it's mostly padding because of crafting items and quest objectives from something that should have been in for the release of 3.0, compared to say 2.35 or 2.55
    (3)
    Last edited by RiceisNice; 12-23-2015 at 04:53 AM.
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  3. #3
    Player Kaurie's Avatar
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    Apr 2015
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    2,427
    Character
    Kaurie Lorhart
    World
    Leviathan
    Main Class
    Summoner Lv 80
    Quote Originally Posted by RiceisNice View Post
    The relic is BiS for some jobs, to some people it's worth the process to get to that. For others, it's not worth it to slam their heads into it. (espesiaclly MCH and maybe DRG). Me personally? I'm so disappointed that a content could be delayed so long but only end up using existing and even old 2.x content. It's the final straw for a lot of people, and the already-low expectations I already had with the content patches continues to dwindle even more. I'm ready to take a (indefinite) break from the game if my raiding static wasn't still together.
    The issue is BiS means very little. As I mentioned, for my job as a SMN the difference between a Relic (Worst in Stat 210) and A4S (Best in Stat 210) weapon is 2.5 int. Where the Relic stats are effectively = 1348.188 INT and the A4S stats are effectively 1350.839. To elaborate, that means the A4S weapon is 0.19% more INT, and when all of your other gear adds up to ~1000+ INT, it's the difference of a 0.11% increase. If I did 1500 DPS (which is more than I do, put maybe with a 210 instead of 200 weap) then that would be a difference of 1.5 DPS. The variation of DPS is greater from things such as latency than from the gear set.


    Yes, the difference is slightly larger for NIN, but not that much larger.
    (2)
    Last edited by Kaurie; 12-23-2015 at 04:55 AM.

  4. #4
    Player
    RiceisNice's Avatar
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    Jul 2014
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    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Kaurie View Post
    The issue is BiS means very little.
    Well I'm not arguing whether it was significant or not (and I feel that secondary stats need to be of greater importance), but the fact that some people will still feel that a relic grind will be justifed for the reward that is BiS on paper terms.
    (0)
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  5. #5
    Player
    Velhart's Avatar
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    Mar 2011
    Location
    Ul'Dah
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    2,849
    Character
    Velhart Aurion
    World
    Hyperion
    Main Class
    Machinist Lv 80
    Quote Originally Posted by RiceisNice View Post
    snip
    The development team is definitely in a poor state. I base that mostly because every time something that should be done in the game hasn't been done, they always blame lack of resources. Which is an extremely poor excuse. I won't blame Yoshi-P for that, but it baffles me that SE would not put more men and money into a game that helped put them back in the green from the horrible state they were in. We have been waiting how long for add on support?

    The relic quest seems to be a shining example of this. They delay it till now when it should of been a thing at launch and what we still got was recycled content stacked on recycled content. Its absolutely abysmal. What I wonder is how it would of turned out if more resources were put into it. I can't answer that since I am not part of their team, but if they continue this backwards thinking as you said, then all we will get is recycled content, lack of new and innovative features to combat/content, and people will quit over time because of it, or only get on for a few days per patch.

    I know I have already gotten pitch forks for daring to question unique stat traits, but do we really want them with the state of mind they are in with resources/mind set they have right now? I rather they get more resources, some new blood planners who can make something so awesome and unique to the battle system it makes it feel refreshing for a lot of people. Something we didn't know we wanted.

    Quote Originally Posted by Brannigan View Post
    The skeleton crew on 1.0 created a relic quest that was a hundred times better than the one we just got, even considering the crappy Hamlet grind. They added *eight* fights just for the relics and better utilized the existing content. The quest we got is an embarrassment, and if they lack the manpower to balance "grants a chance to restore MP on attack" then I think someone high up at SE is actively trying to kill the game.
    I halfway agree. 1.0's relic quest was a horrifying experience, but the 2.0 version of the quest was done really well. It has grind in it, but it did have take a breather moments with interesting content like Chimera/Hydra and fighting the primals.
    (7)
    Last edited by Velhart; 12-23-2015 at 05:04 AM.

  6. #6
    Player
    Brannigan's Avatar
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    Mar 2011
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    1,486
    Character
    Will Brannigan
    World
    Excalibur
    Main Class
    Paladin Lv 80
    Quote Originally Posted by Velhart View Post
    1.0's relic quest was a horrifying experience, but the 2.0 version of the quest was done really well. It has grind in it, but it did have take a breather moments with interesting content like Chimera/Hydra and fighting the primals.
    Nah, the 1.0 quest was way better. Hamlet is bs but everything after that was more interesting. Like each job got its own unique challenge levequest. The point is though that the crew working on the game that literally had an expiration date gave us a quest that was far more interesting and had more unique stuff added to it than any relic quest from 2.1 until now.
    (6)

  7. #7
    Player
    Pompompar's Avatar
    Join Date
    Dec 2013
    Posts
    30
    Character
    Molo Cha
    World
    Tonberry
    Main Class
    Arcanist Lv 60
    I think it should be done as below for balancing casual and hardcore players.

    The Anima current grinding reduced by half for those casual player who did not or will not do any end game content such as Alex Salvage.
    (I believed this is what SE was intending to have such grinding for casual players to obtain what they can't from "Savage")
    To make the Anima well worthy for hardcore players - the grinding goes further eg. Items obtained from Salvage mode to further modified 210 Anima with special stat :
    1) Bard/ MCH Weapon : casting time reduced by 50%
    2) Tank Weapon : Damaged taken -20%
    3) Healer Weapon : Cure Potency +20%
    4) Casting Mages Weapon : Damaged dealt +10%
    5) Melee Weapon : TP consumed -20% or something....
    this shall make end gamers feel that Anima is worth grinding.
    Or even add in special weapon skills or actions only available from these Anima equipped.
    Well... These ws sure must be very strong to be worth obtaining.

    Of course, for game balance issue... They should be able to make Salvage difficulty level according to the total ilvl of players upon enter and no gear changed allowed once inside?!
    (0)
    Last edited by Pompompar; 12-23-2015 at 11:50 AM.

  8. #8
    Player
    Belhi's Avatar
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    Feb 2015
    Posts
    3,016
    Character
    J'talhdi Belhi
    World
    Bismarck
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Pompompar View Post
    I think it should be done as below for balancing casual and hardcore players.

    The Anima current grinding reduced by half for those casual player who did not or will not do any end game content such as Alex Salvage.
    (I believed this is what SE was intending to have such grinding for casual players to obtain what they can't from "Savage")
    To make the Anima well worthy for hardcore players - thegrinding goes further eg. Items obtained from Salvage mode to further modified 210 Anima with special stat :
    1) Bard/ MCH Weapon : casting time reduced by 50%
    2) Tank Weapon : Damaged taken -20%
    3) Healer Weapon : Cure Potency +20%
    4) Casting Mages Weapon : Damaged dealt +10%
    5) Melee Weapon : TP consumed -20% or something....
    this shall make end gamers feel that Anima is worth grinding.
    Or even add in special weapon skills or actions only available from these Anima equipped.
    Well... These ws sure must be very strong to be worth obtaining.

    Of course, for game balance issue... They should be able to make Salvage difficulty level according to the total ilvl of players upon enter and no gear changed allowed once inside?!
    Again, that will make the Anima weapons required rather than optional meaning Raiders will expected to have to do it. I know at least a few raiders in my FC who would be very unhappy with that. The 2.0 relic didn't interest them and the 3.x one certainly wont.

    If they had a method for scaling difficulty to ilvl that simply they wouldn't be lacking a midcore difficulty at the moment.
    (0)

  9. #9
    Player
    Pompompar's Avatar
    Join Date
    Dec 2013
    Posts
    30
    Character
    Molo Cha
    World
    Tonberry
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by Belhi View Post
    Again, that will make the Anima weapons required rather than optional meaning Raiders will expected to have to do it. I know at least a few raiders in my FC who would be very unhappy with that. The 2.0 relic didn't interest them and the 3.x one certainly wont.

    If they had a method for scaling difficulty to ilvl that simply they wouldn't be lacking a midcore difficulty at the moment.
    While the additional stat are made to easy your salvage raiding, but it's not a min requirement.
    If you can raid without now, why is it a min requirement for you or your team mate ?

    It's still an optional.

    The scaling of difficulty mainly the scaling of hp/atk/def of mobs you fight in it.
    They have done that system in other games, again... A fast name popped up is FF11, which majority here doesn't like to compare with...
    It just a matter they want to do it or not.
    (0)

  10. #10
    Player
    Belhi's Avatar
    Join Date
    Feb 2015
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    3,016
    Character
    J'talhdi Belhi
    World
    Bismarck
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Pompompar View Post
    While the additional stat are made to easy your salvage raiding, but it's not a min requirement.
    If you can raid without now, why is it a min requirement for you or your team mate ?

    It's still an optional.

    The scaling of difficulty mainly the scaling of hp/atk/def of mobs you fight in it.
    They have done that system in other games, again... A fast name popped up is FF11, which majority here doesn't like to compare with...
    It just a matter they want to do it or not.
    Its not optional because SE will have to balance content around the stats because otherwise it will adversely effect the targeted difficulty for the content. Whats more is raid groups will start to expect their raiders to get the weapon and those who don't will be seen has holding the rest back. That's what happens when you introduce things that effect power levels dramatically.

    As for the scaling, if the system was in place they could already be using it. It doesn't and such systems are not minor to implement. Also in most cases balancing the highest level difficulty content isn't feasible with scalable content. Even WoW which has almost its entire raid structure scalable still has set conditions for their highest raiding.

    I have never played FF11 so I cant comment on it. However assuming that a model that works in the FF11 engine will translate well into the FF14 one is rather optimistic.
    (1)

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