For reference.
https://youtu.be/ogCRNvghbiw




Reminds me of the FFXIV player without hands. He had a video of him doing a HW era MCH opener with his feet.Can also point to the whole Sekiro debacle too.
Where "Games Journalists" were talking about how it being a hard game with no easy mode was disrespectful to gamers and tried to use "People with disabilities" as the excuse (Rather than admit that they just suck at video games...)
To which the response was a bunch of people with disabilities making videos of them kicking butt in the game. We're talking people with significant motor control disabilities kicking butt and taking names in a Souls-like game showing that "Disability" excuses aren't going to fly and that people just need to git gud.
There's usually no excuse but yourself!
http://king.canadane.com



Yes, of course...let's remove enrages because the rest of us that actually care about our performance don't carry enough of the playerbase on our backs already as it is.
Because I really, really, REALLY want to solo the Mist Dragon on WHM in The Burn when the rest of my party was dead on a daily basis.




Actually the solution is to add more enrage mechanics.
Rather than have the enrages at the end of the fight, place them as a series of checkpoints throughout a fight. That way if damage is too low in, say, phase 1, you fail early and it's not a 10 minute slog only to find you're short at the very end. Skip soar or disband is actually the best way to avoid the frustration of a 5% wipe.
Make these hard enrages so people don't just tank LB3 like they did with Byakko.
Alternatively, bring back Faust/ADS. Some parties should fail out before they even see the boss.
Last edited by van_arn; 04-15-2019 at 09:10 AM.
The name of the game, is squeezing out as much DPS while maintaining the job given to you. From DPS, to healers, to tanks.
DPS, often, have to deal with more mechanics, complicated rotations (relative to tanks and healers) and positionals/casting foresight. If they can manage all that, they have to then know what does the most DPS at what times, making sure things don't fall off etc. This is also coupled with the fact many DPS except BLM and SAM, in some ways, make other DPS do more damage! A simple role, but important and the basis for the other jobs it feels.
Healer has the most dynamic job of keeping everyone alive, often having their health bars be tied to failure to perform mechanics. Despite that, they're still encouraged to keep a balancing act of making sure people don't die, and murdering the boss. This is why AST have cards- with every one, even bole, having a use case for letting someone else do more damage.
Tanks, while often not having as many numerical mechanics thrown at them, have a very important but incredibly easy to do job of making sure the boss is slapping their buttcheeks, and not their buddies buttcheeks. This means that if you can survive attacks in a manner that gives more dps than losing it, such as a vuln stack making a healer heal more, or getting pacified and such, then you are encouraged to do so. Tanking in 14 is DPSing while balancing your job. This was very clear when all the tanks were simplified in SB, with enmity becoming not an issue at all not helping one bit. Since the tanks don't have to worry about emnity or a rotation they can focus on, they felt like boring DPS at times. This isn't the DPS focus of the game's fault, it's the job design of the tanks.
This isn't a 'meta'. it's how the game is designed. Pacman doesn't have a powerpellet meta, it has powerpellets as a core mechanic the game is designed around.
I think the developers are acknowledging this, and will make the method in which you DPS possibly harder for tanks and healers, and focusing on more unique methods to do DPS for DPS roles.
Removing DPS from tanks and healers is the most short sighted and simply ignorant thing I have heard in a while. By this logic, tanks should have two buttons, one being a defensive buff, and the other being an emnity generator. Neither do damage. Now we only need 1 tank as well! Get rid of 2 of the rest. Healers only need 3 skills now. A res, a heal, an cleanse. It keeps going. This would have to be done if they actually were to remove enrage timers, because if they didn't, DPS as a role wouldn't have a purpose to exist in this dystopian future since everything can be cleared with like 2 healers and a tank.
This game is made with hurting the enemy fast being the end goal, the fun comes from balancing your jobs that are often at odds with that, and surviving the bosses mechanics at the same time.
If DPSing the badguys fast isn't what you want, you don't want Final Fantasy 14.
Curing Waltz is old and busted. The new hotness is Benediction Boogie. Make it happen, Squeenix!
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