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  1. #1
    Player
    DestR's Avatar
    Join Date
    Apr 2012
    Posts
    35
    Character
    Kusanagi Motoko
    World
    Excalibur
    Main Class
    Conjurer Lv 70

    Changes that the game probably needs for Stormblood

    First off I am going to apologize because there is no suggestion area for the game.

    First off, I want to bring some attention to the A9S chests in comparison to all 3 other savage turns. It has BY FAR the most amount of stuff thrown in 2 little chests(27 pieces) with the next highest being A12S(21 pieces between 2 chests,14 weapons/7 chests). I have found it a common theme among other people and not just myself that it is quite annoying to get the drops that are required. While most other turns have 2-3 pieces of gear for 2-3 slots, A9S has gear for a total of 5 possible slots at a rate of 7-8% chance per chest. The only other chest that has that rate is the weapon chest from A12S. All the other 10-12 chests(excluding weapon) you have a 15% chance at the gear. So I don't know...my idea to be able to fix this easily would be to just nerf the books required for jewelry/belt down to 2/4 respectively*shrug*

    Also please change this party composition meta that is currently enforced
    (2)

  2. #2
    Player
    Brannigan's Avatar
    Join Date
    Mar 2011
    Posts
    1,486
    Character
    Will Brannigan
    World
    Excalibur
    Main Class
    Paladin Lv 80
    This feels like a symptom of only having four bosses. They could move some accessory drops elsewhere ("savage" primals or whatever). They could also just give an extra accessory chest (or two) to the final boss since they no longer give out upgrade materials. Weapon chests have been overcrowded since forever and I think they're gonna have to deal with it pretty soon since they're probably adding 2 more drops to every weapon chest in the expac.

    Then again none of it really matters since you throw all this raid gear away when the new, higher item level, fully meldable, superior in every way crafted gear comes out on the next raid patch.
    (1)
    Last edited by Brannigan; 02-04-2017 at 05:12 PM.

  3. #3
    Player
    DestR's Avatar
    Join Date
    Apr 2012
    Posts
    35
    Character
    Kusanagi Motoko
    World
    Excalibur
    Main Class
    Conjurer Lv 70
    I personally think that they don't have the resources to pump out more bosses at varying degrees of difficulty while trying to fit them into how the raid flows even though I am positive that the casual players and midcore/hardcore would all welcome this. I just know that something has to be changed because I am not sure how long people will want to keep doing things like this.
    (0)

  4. #4
    Player
    loreleidiangelo's Avatar
    Join Date
    Apr 2014
    Location
    Ul'dah
    Posts
    1,731
    Character
    Lorelei Diangelo
    World
    Leviathan
    Main Class
    Dancer Lv 74
    For what it's worth, the devs can't exactly "fix" party composition meta, as it is the players themselves that dictate it and choose to embrace it, rather than strictly a "balance" issue per se. That said, if they want every job to perform pretty much identically at their given role (SCH can heal as well as AST which can heal as well as WHM), then the devs DO need to look at what additional functions each job brings to a raid and adjust accordingly.

    On my own personal speculation, I see WHM getting some kind of decent defensive buff in 4.0 (to rival the mitigation brought by Disable/CU from AST), maybe some buffs to their single-target DPS to compensate for lack of group utility, SCH damage to be tuned down a bit somehow (inflated mana costs, maybe? to encourage both healers to juggle healing and DPSing?), and if the Balance card for AST doesn't get gutted somehow in 4.0 I'm going to be very, VERY shocked.

    Just personal thoughts; by no means take them as gospel. I'd love for the devs to just flat-out rescale healing potencies so that healers aren't spending huge amounts of time even in raid content riding Cleric Stance, but I know their ultimate goal is accessibility over a higher skill floor, so I'm not holding my breath.
    (0)

  5. #5
    Player
    CookieMonsta's Avatar
    Join Date
    Jul 2015
    Posts
    478
    Character
    Shirayuki Kova
    World
    Tonberry
    Main Class
    Dragoon Lv 66
    Quote Originally Posted by DestR View Post
    First off I am going to apologize because there is no suggestion area for the game.
    I would love it if they made the bosses less scripted and more free-form. If anyone's done the latest DOTA2 Darkmoon event, the level 15 Invoker boss is exactly how it should be, tough but fair and multiple ways exist to defeat him. This game is too paranoid about balance to the point where their designs are entirely predictable. You know how much tank busters will hit for, you know how hard raidwides will be (hint no more than what the weakest healer can handle), you know exactly what the mechanics will demand. Every fight is exactly the same whether you've run it twice or 100 times. I would prefer if they design the boss as-is and let the community decide how to tackle it.
    The current system is bland because they pretty much have decided in advance how you will defeat it, its just a matter of discovering what the devs intended (or exploiting poor code). I mean, they even tune it according to exactly how maximum of anything you can do, its all already pre-decided. This is even worse than an illusion of choice because the illusion is so flimsy.
    (1)
    Last edited by CookieMonsta; 02-04-2017 at 06:29 PM.

  6. #6
    Player
    DestR's Avatar
    Join Date
    Apr 2012
    Posts
    35
    Character
    Kusanagi Motoko
    World
    Excalibur
    Main Class
    Conjurer Lv 70
    I mean if you want to be competitive, you need to run DRK/WAR/NIN/DRG/MCH/(mnk or any ranged)/AST/SCH its literally impossible to compete with this unless you are running it. The only room for variation is in that one dps spot. I am talking about high tier endgame here, and at that point you have to be involved into fflogs stuff. I know that any group comp can realistically clear content, but it doesn't really offer people to stay competitive while also being allowed to play their favorite job.

    I think fights are fine how they are, doing prog at min ilvl gear is what it is balanced around and I think as time goes by and people max out their ilvl for the tier people kind of forget that. Just wish there were more bosses to punch/blow us up because SE does such great work with the animations and cutscenes n such.
    (1)