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  1. #31
    Player
    MomomiMomi's Avatar
    Join Date
    Aug 2014
    Posts
    2,527
    Character
    Momomi Momi
    World
    Behemoth
    Main Class
    Alchemist Lv 90
    Quote Originally Posted by Jpec07 View Post
    I may be mistaken, but endgame in my understanding is simply content added at the end of the existing content, for players to experience once they have completed all that pre-existed.

    Based on what you and the OP are saying, though, you want WoW's massive, spanning raid tiers with 3-4 levels of difficulty and gear bloat. To which I say no thank you. I'll take my dress-up Barbie, beautiful encounters, and splendid storytelling any day.
    I'd say yes, you are mistaken. Both on what the most used definition of endgame is, and on what I want. I even mentioned Diadem in an earlier post. That is obviously not a massive raid tier or something.
    (2)

  2. #32
    Player

    Join Date
    Jun 2014
    Location
    Eos
    Posts
    251
    Quote Originally Posted by Yeol View Post
    Things to do at end-game:
    1 - Gather/Craft.
    2 - PvP.
    3 - Raid.
    4 - Leveling other jobs.

    Gathering and crafting make Gils.
    Raid is to gear your main/sub jobs. Then maybe sell content/mounts to other players.

    Some players farm old content for glamour purpose. Wasn't there anything you've always wanted to get? After finishing MSQ you are free to farm it.

    There is also PotD. If you want to level other jobs.
    >Final Fantasy
    >PvP

    nope.jpg
    (1)

  3. #33
    Player
    Awful's Avatar
    Join Date
    Jul 2015
    Posts
    1,277
    Character
    Awful Name
    World
    Faerie
    Main Class
    Dark Knight Lv 100
    The only thing I wish from WoW since it was mentioned about multi tiers n what not, I don't think that'd be a good idea to have Story > Hardmode > Savage as mentioned it'd just be more gear bloat which is true. What I do wish FFXIV would consider is how WoW does Mythic+ dungeons as it's 1) endgame 2) challenging 3) let's you revisit content that was outdated, they could even use PotD debuffs in the dungeons to spice it up even more.

    You could take Brayflox HM and turn it into a Savage dungeon+ and add modifiers to it like making enemies to 10% more dmg, healing costs more mana/reduced heals, tank threat is lower so DPS have to watch their threat instead of mindlessly spamming AoEs. It'd be easily accessible and reward gear that would be equivalent to 260 to 270 to upgrade em too via the dungeons, that way doing the challenging stuff is still really challenging and you only need 4 people to communicate with, thus eliminating getting 8 people on time for raid day.

    And for the hardcore people it puts a time limit and pushes your classes to the limit incentivizing the hardcore crowd and experiment with different classes/comps while giving rewards for the efforts of everyone and if there was a leader board function there'd be that too.
    (5)

  4. #34
    Player
    Erim-Nelhah's Avatar
    Join Date
    Apr 2015
    Posts
    241
    Character
    Erim Nelhah
    World
    Gilgamesh
    Main Class
    Dancer Lv 80
    Alright, Here are my definitions of endgame:

    Casual Endgame: Any content that comes at max level, after the MSQ.
    Mid-Core Endgame: Max-level combat-oriented content that is semi-challenging at the intended ilvl.
    Hard-Core Endgame: Very Challenging max-level combat-oriented content, intended for people who know their jobs inside and out and who can react well to random mechanics.

    By those definitions, FFXIV has plenty of Casual Endgame content, and Savage Raiding seems to serve well for Hard-Core Endgame. Mid-Core, however, has only EX Primals and (arguably) half of the Savage Raiding tier, with the other half of the savage raiding tier becoming somewhat Mid-Core at the next patch after it's released (with the release of the 24-man raid for better gear).

    3.0 saw the introduction of 2 EX Primal fights. Every patch since has had only one EX Primal, at most (can't remember if we had one for every patch, tho). Further, EX Primals only drop weapons and mounts, nothing else, so people end up being "done" with them fairly quickly. Early Savage is about right for mid-core players as well these days, but later savage is intended for only the best players when it's released, so isn't as accessible to the Mid-Core crowd. This means Mid-Core gets about 3 fights per patch to run. Since Hard-Core players also tend to run Mid-Core content as endgame they end up getting 2 extra fights in even patches and one in odd patches.

    With that in mind, I proposed Savage Dungeons for Mid-Core players. Ideally these should simply be upgraded versions of normal/hard dungeons, in the same way Savage Raids are upgrades to the Normal versions. They shouldn't be too hard, and they definitely shouldn't take significantly longer to complete than Normal dungeons (that being, normal dungeons take 15-20m with a good group, so savage should take, at most, 20-25m with a good group that knows the dungeon).

    Here's hoping that something is done to give more end-game battle content to mid-core players, whether it's Diadem, Savage Dungeons, or something else entirely.

    --Erim Nelhah
    (3)
    Last edited by Erim-Nelhah; 01-16-2017 at 01:35 PM.

  5. #35
    Player Lexia's Avatar
    Join Date
    Aug 2013
    Posts
    3,509
    Character
    Lexia Lightress
    World
    Balmung
    Main Class
    Ninja Lv 86
    Quote Originally Posted by Cordie View Post
    You mean "things to do as a substitute for (non-existent) endgame", besides Raids which I believe I've covered (both normal - token-based - and savage).
    You mean things you consider as substitute for "non-existent" end game.
    (3)

  6. #36
    Player MilesSaintboroguh's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    5,764
    Character
    Miles Saintborough
    World
    Balmung
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Awful View Post
    snip
    Lowered threat generation? That completely goes against the purpose of playing a tank class and is not challenging at all. It's artificial difficulty. If your idea forces DPS to basically DPS more slowly to avoid getting aggro, then you just made the run take longer for no reason and people will not bother with this challenge at all. With 260 gear being thrown in, I'll just stick to spamming expert dungeons and get my gear that way with far less roadblocks.
    (0)

  7. #37
    Player
    Chiramu's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    3,036
    Character
    Cirra Maru
    World
    Famfrit
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by Awful View Post
    What I do wish FFXIV would consider is how WoW does Mythic+ dungeons as it's 1) endgame 2) challenging 3) let's you revisit content that was outdated, they could even use PotD debuffs in the dungeons to spice it up even more.
    Mythic+ dungeons for FFXIV would be a fantastic addition .
    (3)

  8. #38
    Player
    Awful's Avatar
    Join Date
    Jul 2015
    Posts
    1,277
    Character
    Awful Name
    World
    Faerie
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by MilesSaintboroguh View Post
    Snip
    I wouldn't say it's artificial difficulty it's a challenge and would be a lot more fun then running into an expert that you get the same ones over and over and over pulling the whole thing and spamming 1-2 buttons. It wouldn't make tanks be untankable but it gives more depth into knowing what you can and can't get away with as a DPS/healer and how to adapt to having the tank work more for threat. I'm not saying to make it where you have to auto attack and use 1 AoE then wait 10 seconds no just make it a little difficult, as for rewards they're just examples having gear that's better than raiding gear defeats the purpose of raiding, having no endgame content makes people want other means but aren't satisfied.

    But your statement of spamming expert dungeons is just boring I'm honestly tired of the 2 dungeons we get to run for expert roulette (if you can even call it that) where there's other dungeons that are 60 that we run for 2 months and never see em again. It's wasted development time at least Savage dungeons would give you the option to run dungeons you haven't ran before and try them out with modifiers and have fun while having a challenge. You can run your dungeons over and over till your blue in the face I honestly want a change to expert roulette it's the same one trick pony it has been since it came out.
    (3)

  9. #39
    Player
    Bourne_Endeavor's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    5,377
    Character
    Cassandra Solidor
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Awful View Post
    snip
    Correct me otherwise, but WoW does not chain together abilities the way FFXIV does, yes? In that sense, many jobs would be forced to break their respective combos to lower their damage. Eventually, we would default to 1-2 buttons since our bursts would instantly pull hate. That is neither fun nor challenging. It's making arguably boring content more of a chore-- one I couldn't be bothered touching, personally. Having mobs possibly break aggro, thus forcing the tank to reestablish hate might be interesting, but what you're purposing would force DPS to basically... DPS less. And that isn't fun.
    (1)

  10. #40
    Player
    Zojha's Avatar
    Join Date
    Aug 2015
    Posts
    3,565
    Character
    Lodestone Bait
    World
    Pandaemonium
    Main Class
    Gladiator Lv 1
    Quote Originally Posted by MomomiMomi View Post
    I'm assuming by your post that you mean gear = relevance.
    I was trying to use your implied definition of relevancy (hence the quotation marks) since, well...to mount/minion collectors, it actually IS still relevant. Hunting hawks go for a bunch! And for quite a long while, it was also relevant for the crafting materials. But that, too, was made obsolete eventually, at least as far as the Anima is concerned.

    That said...even if they "did" expand upon Diadem in some way, it would still fall to the wayside whenever the local rewards are either attained or better stuff is out, because that's just how controlling behavior with rewards works. People who are interested in stat progression will need stronger gear to be interested and people interested in glamour will need an appearance option they don't yet have to be interested, with crafting mats being turned into either or. Collectors in turn need either minions or mounts. The lack of new additions in that regard is what turned Diadem "irrelevant" to many.

    And thus, PotD will indeed always be "somewhat" relevant, but that's because as long as new characters are made, experience points will be needed and PotD is a massive source of these experience points. And what are experience points? Stat progression, the same thing as item level at the cap, except below the cap i.e. not as "endgame" activity. And because the developers were afraid that alone wouldn't suffice, they put a giant loot pinata on top via hoards. That's what's keeping PotD up and running. And it's already a lot less active than it used to be.

    It's pretty hard to make a content "last" when the only reason people run it are rewards. All you can do is to make it increasingly harder to attain the rewards while keeping the rewards relevant to the people's respective goals, i.e. new looks, higher stats a new collection piece etc.
    (2)

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