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  1. #1
    Player Brian_'s Avatar
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    Jun 2015
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    710
    Character
    Graylle Celestia
    World
    Tonberry
    Main Class
    Warrior Lv 70
    Well, since it does pertain to their statements about rotational difficulty in relation to content design, SpookyGhost is both right and wrong.

    The Creator is significantly easier than Midas. A large part of that is that while there is sometimes minor variation due to phasing, the creator is substantially more "DDR" than Midas. In Midas, there was actually a lot of variance and RNG which forced reactionary adjustments and changed the dance for each individual randomly. Some prime examples -- A6S Blaster pre-nerf, Brawler attachments, Swindler heights and enumerations, A7S ball phases, A8S balls, A8S gavel, etc. At least on my server / data-center, A11S is becoming increasingly clearable through PF / RF but A12S remains as a wall. Why? Because A12S is more similar to Midas in that on top of the dance, there is a still some individual variation with stuff like inception.

    So, yes, in order to cater to the lower common denominator, SE stripped a lot of the meat and muscle from the DDR bone and made things a stricter dance rather than a stream of read-and-react mechanics. A9S has basically no RNG. If this was Midas, they would've done something like make 4 power-units spawn in random locations instead and require randomly determined players to activate them. Outside of simple charge reads, A10S also basically has no RNG. If this was Midas, stuff like the trap activation would be more varied and entirely random. Outside of sword reads, a simple optical read, and a test of your ability to count dots, A11S also has no impactful RNG.

    As SE said, they felt that players were having too hard of a time juggling mechanics while sustaining an optimized rotation. So, they dumbed down the mechanics and made fights significantly more DDR.
    (3)
    Last edited by Brian_; 11-03-2016 at 03:02 PM.

  2. #2
    Player
    SpookyGhost's Avatar
    Join Date
    Sep 2013
    Posts
    3,403
    Character
    Kori Fleming
    World
    Cerberus
    Main Class
    Marauder Lv 80
    Quote Originally Posted by Brian_ View Post
    In Midas, there was actually a lot of variance and RNG which forced reactionary adjustments and changed the dance for each individual randomly. Some prime examples -- A6S Blaster pre-nerf, Brawler attachments, Swindler heights and enumerations, A7S ball phases, A8S balls, A8S gavel, etc.
    These are all reactionary (even if insanely binary), however every example you mentioned comes at an exact point in the fight's linear rotation. Every mechanic you mentioned happens at a very specific point in the fight - this means that, as an example, you know when Swindler will use High/Low and this means you can prematurely look at your debuff/buff bar and react near instantly. It's not the same as true reactionary gameplay, where you see the boss is using X and you react to that - usually for bosses in JRPGs they will gain new abilities depending on HP%, however they pull from a pool of abilities and don't just do them all in a specific rotation. Even in turn based games that aren't ATB based, this encourages non-linear thinking which is still far more advanced than any encounter in XIV.

    However I will say that SCoB Savage did a great job at working with the system by making the mechanics predictable but requiring some interesting execution - especially T7S and T8S. I'm not necessarily saying it's a huge flaw to follow this design philosophy, I just don't really see the point of raiding existing in this game. The only merit, and this is probably going to sound harsh, is that people who can't raid in other games will have a significantly easier time in this game and therefore get an experience they want but don't have the time/dedication/reflexes/etc to achieve. But if Savage isn't whats making casual content less fun and more a chore, then I've no idea what the dev team are doing or thinking for end game to have ended up how it is.

    Anyway, 4.0 could feasibly fix a lot of issues but I got my hopes up for 3.0 and just ended up playing 2.0 but this time with dragons. I'm personally perfectly fine with dumbing down everything to make the game as easy as possible for everyone (no sarcasm), but I think that with that they need to flood us with fun content to do. If it's just 2.0 but this time in a mountain and with even less to do during a fight then I'm probably just going to finally quit the game for good.

    Also sorry for getting us so off topic, felt like things were getting kinda dry so I thought it'd be an interesting divergent to have this discussion. :P
    (0)

  3. #3
    Player
    DaulBan's Avatar
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    Jun 2016
    Location
    Limsa Lominsa
    Posts
    282
    Character
    Daul Ban
    World
    Ultros
    Main Class
    Paladin Lv 80
    And lo, another thread is taken over by the debate over tanks as DPS.
    (0)
    One day I'll be the MT mountain I want to be... But that day is not today. (As of Patch 3.2)

  4. #4
    Player
    Sarcatica's Avatar
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    Mar 2015
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    663
    Character
    Sarcatica Lin
    World
    Tonberry
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by DaulBan View Post
    And lo, another thread is taken over by the debate over tanks as DPS.
    Don't you know tanks are just DPS that can take hits better? :^)
    (2)

  5. #5
    Player
    Frowny's Avatar
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    Jul 2015
    Location
    Gridania
    Posts
    396
    Character
    Rai Dolabnha
    World
    Faerie
    Main Class
    Lancer Lv 90
    Quote Originally Posted by Sarcatica View Post
    Don't you know tanks are just DPS that can take hits better? :^)
    Way I see it now, if a tank still can't out-DPS a proper DPS class... works for me.
    (0)

  6. #6
    Player
    Sarcatica's Avatar
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    Mar 2015
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    663
    Character
    Sarcatica Lin
    World
    Tonberry
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by Frowny View Post
    Way I see it now, if a tank still can't out-DPS a proper DPS class... works for me.
    The VIT change was fundamentally key to have tanks return to their roots. STR meta was so efficient that with a NIN, I didn't even need to be in ShO for any boss pulls back in Gordias, those were the time where ShO completely reset combo btw. Overall tanks do less damage than any capable DPS while having tanks to establish aggro better and top up whenever necessary now. Obviously good tanks can still outdps the baddies but VIT change is for the better, imo moving into the way of how tanks should play.
    (2)

  7. #7
    Player
    Sweetgrass's Avatar
    Join Date
    May 2016
    Posts
    81
    Character
    Elated Moogle'maestro
    World
    Jenova
    Main Class
    White Mage Lv 74
    Quote Originally Posted by Sarcatica View Post
    The VIT change was fundamentally key to have tanks return to their roots. STR meta was so efficient that with a NIN, I didn't even need to be in ShO for any boss pulls back in Gordias, those were the time where ShO completely reset combo btw.
    I remember pressing Power Slash literally once in week 1 A3S prog and having aggro for the entire 13min encounter, just silly as hell.
    (0)

  8. #8
    Player
    Frowny's Avatar
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    Jul 2015
    Location
    Gridania
    Posts
    396
    Character
    Rai Dolabnha
    World
    Faerie
    Main Class
    Lancer Lv 90
    Quote Originally Posted by Sarcatica View Post
    The VIT change was fundamentally key to have tanks return to their roots. STR meta was so efficient that with a NIN, I didn't even need to be in ShO for any boss pulls back in Gordias, those were the time where ShO completely reset combo btw. Overall tanks do less damage than any capable DPS while having tanks to establish aggro better and top up whenever necessary now. Obviously good tanks can still outdps the baddies but VIT change is for the better, imo moving into the way of how tanks should play.
    I agree, tho at least from what I've seen on my server and Alex, people want Warriors to constantly output high damage. This makes WAR a weird DPS... thing. I'm not against a tank tossing in DPS to help out, but I don't like how WAR is being pushed into a DPS slot.
    (1)

  9. #9
    Player
    Brannigan's Avatar
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    Mar 2011
    Posts
    1,486
    Character
    Will Brannigan
    World
    Excalibur
    Main Class
    Paladin Lv 80
    Quote Originally Posted by DaulBan View Post
    And lo, another thread is taken over by the debate over tanks as DPS.
    That happened like 13 pages ago. It's always the same three or four guys quoting responses line-by-line and arguing for something that would require a complete redesign of tank ability sets, boss and trash encounters, and tank equipment. Then you get the dude who longs for the days of 2.0 paladin because three fewer WSes made it easier to call out attacks in voice chat. Of course none of them really engage with any of the challenging content the game has to offer, so even if survival was a struggle in every encounter they wouldn't notice it.
    (3)

  10. #10
    Player Brian_'s Avatar
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    Jun 2015
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    710
    Character
    Graylle Celestia
    World
    Tonberry
    Main Class
    Warrior Lv 70
    Quote Originally Posted by Brannigan View Post
    That happened like 13 pages ago. It's always the same three or four guys quoting responses line-by-line and arguing for something that would require a complete redesign of tank ability sets, boss and trash encounters, and tank equipment. Then you get the dude who longs for the days of 2.0 paladin because three fewer WSes made it easier to call out attacks in voice chat. Of course none of them really engage with any of the challenging content the game has to offer, so even if survival was a struggle in every encounter they wouldn't notice it.
    Like I mentioned when I tried to actually pull this conversation back towards the root of SE's concerns, when SE says that they're looking into changing the combat system and rotations, it's because they're concerned about the growing gap between top tier players and everyone else and the stress that puts on 1, 2 or 3 tiered content design. The reason for why this is a discussion of DPS is because that's primarily where the gap in player skill is manifested in tanks. This is due to deliberate design decisions that have resulted in the fundamental role of the tank being their skill floor and the DPS they push their skill ceiling. The gap between your top-tier raider and even a mid-tier raider is already large. The gap between some of the A12S clearing tanks with decent parses in this topic and the people who I suppose you are referring to is even larger.

    Quote Originally Posted by Jpec07 View Post
    My impression from the discussion about making things rotationally simpler is for things like Enochian, Blood of the Dragon, or the MCH opener (which is responsible for their entire damage output, and where a single mistake makes them unviable).
    None of that is relevant to their main point. The main point they've been wrestling with is accessibility. They're looking into closing the gap between players like you and players at the top because the gap is so large it's hurting the game. Whether that be through changing AAs so that less skilled and efficient players lose less of them while handling mechanics, dumbing down tank itemization, or all the QoL changes like grit / oaths no longer breaking combos, the point is the same and it has nothing to do with DPS. It's an issue where some players can take whatever they're given and get the most out of it and others cannot.

    That doesn't change if you redesign tanking so that rather that push DPS, tanks push survivability. That just means that the top tanks now will go from dealing absurd damage to being absurdly hard to kill and the casual tanks will go from hitting like a wet noodle to being as squishy as a wet noodle.
    (0)

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