I don't find this to be a waste of development. It is very useful for practicing jobs without bothering others while you learn. It is also very useful for leveling DPS roles quicker due to instant queue. I enjoyed this very much. I've leveled 3 roles pass 50 using this very quickly and had fun doing it.
Its good for people who are trying out tanking or healing. And good for dps. I find that the squadron members do better dps than we do since they have access to more skills and buffs so its best to go in as a tank or healer for the fastest clears.
Commmand missions? Squadrons? Does it have something to do with all these skelletons, lying arround in this Company-Gym?
Last edited by KeylanX; 01-01-2018 at 11:08 PM.
I got the emotes and I was pretty much done with them. They kind of reminded me of what I hated about FFXII, and having to micromanage the AI of other NPCs. I also dislike that these missions cost me seals. Not that seals are all that difficult to acquire, but I usually have better things to spend them on than these missions. I rather these missions require the cost of gil, and reward seals instead. That would get me to do them more. Trading in dungeon drops for seals is a big reason why I run dungeons in the first place.
That said, the command missions helped eased me into tanking for PUGs and learn the layout of the available dungeons so I'm not running around like a headless turkey. I do think they are a good thing for the game, and the drawbacks for me I feel are quite minor, but so is the incentive to run them.
I was thinking this the other day, mrd's take so long to use overpower because they're trying to get into position to use it, if we're not going to be able to update them to jobs it would be great if they could get the npc moves. Like in halatali hm, the mrd uses a move, I think it's called iron tempest instead of steel cyclone.
Also, I don't know if this is because of the AI I've picked. But the tanks seem to be kind of reactive instead of proactive about tanking. when I engage a mob the tank will attack that mob exclusively until the other mobs aggro someone else.
E.G. I press engage on a mob, 2 other mobs aggro the tank when he hits the first mob, tank attacks the first mob with single target combo while all 3 are looking at him, healer cures tank, the other 2 mobs go for the healer, the tank now decides to pick up the other 2 mobs.
This is kind of a pain because it sends mobs flying all over the place and then the tank goes running around to pick them up when he could just have done an overpower instead of his single target rotation and we'd have been set. I feel this needs to be adjusted.
Last edited by ValentineSnow; 01-02-2018 at 10:21 AM.
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