I worry for anyone who think fighting the controls and other obnoxious things about your job is more fun than fighting the boss and mobs a head of you.

I worry for anyone who think fighting the controls and other obnoxious things about your job is more fun than fighting the boss and mobs a head of you.



in the end endgame fun is a mix of all, have fun with you job and how work in the battlefield whit interesting bosses and mechanics.
the future of the new raids depend of the changes they made, apart of how some defend the DPS meta is nice and you get a lot of "FUN" and is a step of the future alexander savage prove it was a failure every tier and how ppl get divided, this meta cant keep going to much, only see this discussions in healer/tank roles forums is a prove of that, we are here to have fun and play togueter after all, that why 2.x was a lot more better and you get more fun that heavensward (in the tank field)
Last edited by shao32; 11-19-2016 at 10:22 AM.



One enhances the other. In a fighting game it feels really good to actually pull off your training mode combos in a live match, and in this game it can also be fun to strive for perfect execution. It's one of the ways you can actually feel growth as a player, which is especially important in FFXIV since growth as a character might as well not even exist with the constant catchup/obsolete patches.


Even fighting games can reward you for perfect mastery of defensive strat![]()



That isn't a video of a defensive style winning, though. Daigo only wins that match because he goes super aggressive and is able to use perfect execution of a defensive technique to survive where traditional defense (blocking the super) would have gotten him killed. In the middle of the parry string he even risks a jump, because he thinks he needs the extra air attack for his combo to finish Chun Li. If Daigo had played defensively, he would have had no way to overcome Justin Wong's massive life lead and the timer would have killed him. It's kind of like tanking A3S in full strength gear and without tank stance - it was necessary to win and it was important to execute defensive abilities properly against Living Liquid's cleaves and big AOEs. Traditional defensive play (tank stance) gets you killed by the enrage.Even fighting games can reward you for perfect mastery of defensive strat
With that being said, FFXIV 2.0 has never been a game that emphasizes defense so I'm really not sure why you'd hope for it to start in 4.0. It's like hoping to win the lottery without buying a ticket.
Last edited by Brannigan; 11-20-2016 at 05:23 AM.

I think this point is what a good amount of us can agree on. Some games emphasize tanks being just tanks with wet noodles and that's fine, this game however introduces another level for tanks and healers to do more than their traditional jobs. As long as each tank/healer has the capability to do at least 50% of a DPS, the game has to balance raids with that consideration. It's part of the game and I don't see why people get so defensive about having to play tanks/healers like DPS, this is something that players need to understand mostly because you as a player are given the tools to do damage so you should use those skills. Who knows if the tank/healer formula will change but I don't see it happening, seeing this meta has been existing since 2.x, the DPS meta was just "hidden".That isn't a video of a defensive style winning, though. Daigo only wins that match because he goes super aggressive and is able to use perfect execution of a defensive technique to survive where traditional defense (blocking the super) would have gotten him killed. In the middle of the parry string he even risks a jump, because he thinks he needs the extra air attack for his combo to finish Chun Li. If Daigo had played defensively, he would have had no way to overcome Justin Wong's massive life lead and the timer would have killed him. It's kind of like tanking A3S in full strength gear and without tank stance - it was necessary to win and it was important to execute defensive abilities properly against Living Liquid's cleaves and big AOEs. Traditional defensive play (tank stance) gets you killed by the enrage.
With that being said, FFXIV 2.0 has never been a game that emphasizes defense so I'm really not sure why you'd hope for it to start in 4.0. It's like hoping to win the lottery without buying a ticket.
When it comes to insults, kicking etc that's nothing different from ppl who kick/insult others who don't do good dps. It doesn't mean people should stop promoting good rotations to improve your dps.
Personally I won't kick 24/7 tank stance tanks or healers who won't use cleric if I see them in DF. I think they're objectively inferior to tanks who can stance dance while surviving, or healers who can contribute dps while keeping the party alive, but that doesn't make it justifiable for me to kick others for having different playing styles compared to what I prefer.



One way to make things simpler would be to remove all positionals. PotD has proven no one job became OP because those positionals were guaranteed.

When people talk about interesting mechanic designs, a good amount of players always say Coil was much better. I beg to differ, Coil wasn't matched with a 'normal' mode like 3.0. Savage mode for Alex is a rehash of their normal mode, obviously a harder version. Because the mechanics somewhat overlap, people don't get that feeling those mechanics are new even though a good amount of them actually interact differently. Coil offered both story and the best equip in their time, Alex completely separate them. What if Alex had the same format as Coil?
I'd say Coil nael-ed (heh) down the story solidly, while the mechanics weren't as developed as Alex. It's the complete opposite for Alex when comparing it as a whole to Coil. It's not fair to compare Normal and Savage Alex, which are similar (most people tend to compare the wrong things too) whereas Coil is a full package itself. Comparison is only fair when you see the full package for both and I feel most people miss the point.
Alexander so far doesn't give any more incentive other than gear, so that's another part IMO that people just can't seem to find that motivation to clear Savage. Coil sort of forced us to progress to view the full story.
Last edited by Sarcatica; 11-21-2016 at 06:38 PM.
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