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  1. #1
    Player
    Sidra's Avatar
    Join Date
    Feb 2015
    Posts
    259
    Character
    Sidra Swiftwind
    World
    Sargatanas
    Main Class
    Summoner Lv 60
    People complained about story being locked behind Coil because they didn't want to raid. But if you make the decision not to raid, isn't it logical to assume you may miss out on something like story (now we have this normal mode crap which is a total waste of design space - we already have dungeons and 24 mans for faceroll content)? When the new relic were released, they items cost about 4m to complete and people were complaining that you needed gil for stuff. But gil exists in this game, shouldn't there be stuff you can buy with it? And if you don't make gil because you don't enjoy and gil making activities - isn't it logical to assume at some point you are going to miss out on something, or something will be more difficult for you to obtain because you've elected not to make money? Same thing with botany/mining - items for this new equipment is makeable with it...if you don't enjoy it fine - but do so with the understanding that at some point its going to be harder for you to acquire things which would be the fruits of that labor. We can't predict the future - skipping any sort of character development or content may cause issues for you in the future. That's not a bad thing.

    There are things in this game I don't enjoy doing. I simply won't do them - and I don't do them knowing there are things I will never have as a result - I live with it because it's my choice. You will never hear me complaining about not having those rewards from those things, ever - because it's a choice I've made. It just annoys me to no end people intentionally forgoing content for whatever reason - but then complaining about not having whatever is locked behind the stuff they choose not to do.

    And to me, if accuracy should or shouldn't be in the game and it's validity as a stat is a totally different discussion than boo-hoo I'm missing even though I could go make myself not miss. I'd support the first if SE decided to change it - and the second is just whining when you have the power to fix the situation on your own.
    (0)
    Last edited by Sidra; 02-27-2016 at 06:06 PM.

  2. #2
    Player
    Kaeoni's Avatar
    Join Date
    May 2015
    Location
    Gridania
    Posts
    97
    Character
    Ein Sakuragi
    World
    Midgardsormr
    Main Class
    Ninja Lv 80
    Quote Originally Posted by Sidra View Post
    Snip
    If Final Fantasy is pretty good at something I like to think it is at 2 things:
    Story Telling
    Some kind of Difficult/time consuming content.

    The Issue is that, that Main Story based stuff was never traditionally locked behind difficult/time consuming content. Nor do I believe should it be. Imagine locking Aerith's Death and all content beyond that point behind Emerald Weapon. Or Story behind Dark Aeons in FFX. Really any relevant plot behind some what is meant to be endgame content. Additional information on the world/lore is fine.... But Coil unlocks some really important stuff with some really important people... It's Main Storyline material for sure. The only other game in the franchise that did do this was FFxi, And sure, I felt like a snowflake for completing the Promys months ahead of everyone else. But Promys locked out an entire god damn expansion including it's areas. And some people never did beat them until they got nerfed a year or 3 later. I was lucky and leveled summoner specifically to be able to do that on launch.

    And yeah, it's fine if people don't want to do Coil or Savage Alexander, just like it's fine if people don't want to fight the Dark Aeons and Emerald Weapon. Or it's fine not to Mine... It's W/e.. That is there choice. But I don't believe it's acceptable to lock what they locked behind coil in terms of plot progression and they understood what they did and fixed the problem with Alexander. I don't think doing what they did with Alexander in 2 different skill classifications is a bad thing. Most people aren't challenging Savage either because of time restraints, lack of people, not wanting the headache, ect. At least with this Step down in difficulty they have a chance at experiencing a fun fight with some rewards PLUS the story. Having more content for more people is never a bad thing.

    As for Accuracy Issues, I'm also experiencing them on Scholar. I won't be melding Accuracy on anything because unless Square-Enix changes their stance on Healer Dmg, It'll all soon be an exercise in futility anyways. I mean it's only gonna get worse as time goes on and content gets more difficult to hit, unlike the recent tank nerf, content difficulty is slowly taking care of us Healers Dmg.
    Believe you me, if they don't increase my to-do list to make up for not being able to land Dots/do some dmg on Sch and i'm sitting there with my thumbs up my ass. I'll just switch to a DPS.

    I said this in the tank section cuz I also Warrior. But I'll say it here:
    "Tanks and Healers are the only 2 class categories in the game which are effectively losing access to skills as they get into group content, where as DPS skill-sets expand through positionals and utility."

    We lose complexity, DPS gain complexity. Well then... *slow clap*

    I'm not really digging the whole... lowering of the skill ceiling on tank/healer classes just because daddy told us we shouldn't be doing Dmg.
    (2)
    Last edited by Kaeoni; 02-27-2016 at 08:50 PM.

  3. #3
    Player
    Jerichai's Avatar
    Join Date
    Oct 2013
    Posts
    158
    Character
    Koppo Sandstar
    World
    Hyperion
    Main Class
    Thaumaturge Lv 71
    Quote Originally Posted by Sidra View Post
    Snip
    You seem to be confusing me for someone who complains about not having what everyone else has. On the contrary, I generally don't covet the accomplishments of others. If someone persevered through the horrid crafting and gathering grinds of Heavensward, they should totally reap the financial reward of that standing, they certainly earned it. On the same note, if someone has bought and melded their gear, I'm totally okay with them having a higher dps potential than what my equipment allows, because again they've earned that. Up to this point, those kinds of things haven't really impacted the way I played the game. What does bother me, however, is the sudden paradigm shift that SE seemed to implement in 3.2. Prior to the patch, in casual content like expect roulette, if I missed it felt sufficiently rare for me to shrug it off. And it's been that way since 2.0. Since the most recent patch, however, my miss rate in the same brand of content has shot up noticeably. So much so, that crafted gear suddenly feels more necessary than it ever has in the 2.5 year history of the re-release of this game. All so I can satisfy a nuisance stat that trumps player skill with a random number generator, a stat you've now agreed multiple times is poorly implemented. And as Kaeoni pointed out, the accuracy cap in these kinds of dungeons, the accuracy cap is only going to grow. I don't envy new players that finish leveling up a healer in 3.3 and beyond who don't yet have a decent supply of heaven's eye materia.

    When it gets down to it, this seems to be the solution you're suggesting. If you want to reach accuracy cap, please gear in fully melded ilvl 220 pieces and bring your best accuracy raising consumables. For content that's...designed for ilvl 180 and rewards ilvl 195. Does it really not strike you as odd that we need to so massively out gear the dungeon just to achieve the hit cap? Really?
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