I wonder if it's like that so we appreciate mediocre players more.A great way to level up new jobs, but my god the AI is atrocious. THMs dropping ice/fire constantly by casting random spells, melee jobs missing like 3 GCDs because they worry about trying to get positionals in too hard, healers casting damage spells until you're under 50%, it just really sours the whole experience. I love the idea, but when I see my MNK cast invigorate, second wind, bloodbath, internal release, diversion, all in a row without throwing out any damage it makes me wanna scream.
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.My point is, it was a waste of development resources to make squadrons a thing in the first place. We get so much useless content in this game lately its not even funny.
From a alternative leveling perspective, they could have just made certain dungeons soloable. by scaling down the instance, if it was really felt necessary.
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.
Why complain about them adding missions now when the thing you're complaining about is already done, then?My point is, it was a waste of development resources to make squadrons a thing in the first place. We get so much useless content in this game lately its not even funny.
From a alternative leveling perspective, they could have just made certain dungeons soloable. by scaling down the instance, if it was really felt necessary.
Besides, what is considered useless to one person is not to another. You don't speak for the entire playerbase.
Survivor of Housing Savage 2018.
Discord: Tridus#2642
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.A few of the classes have some balance issues as well, I kinda wish we could evolve them to jobs or for them to get some of the npc enemy versions of job abilities. The MRD a.i. Can’t aim overpower very well, so it would be nice for it to get steel cyclone for example.
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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