A sign, not the only sign. There are other ways in which one can play badly of course.This is not a unpopular opinion, It's just straight up false. I'm actually more curious why you think that big pulls alone are a sign of a bad tank then, let's say...a tank that doesn't know how to rotate cooldowns or use them period. I'm legit curious to see what your response is.
Healers that aren't dpsing in their down time are playing sub-par and it is a perfectly valid reason to kick.
I don't hate Alphinaud.
Mentors aren't all bad or even mostly bad.
The biggest problem facing this game is the chasm separating the hypercasuals from everyone else.
I think it's pretty dangerous if you end up boring your healer enough that they fall asleep. Then again... The few I did actually fall asleep in, nobody died. Mobs tickle enemies to death in dungeons and it makes bosses so boring.
Ok time to double-down
I feel that some body pieces need a "/button-up" toggle option. There are some glamours I have to pass on because there's far too much chest/breast exposed to be used in an outfit I'm working on.
It's also mildly annoying when there is a sizeable difference in "material" when comparing the same leg piece on a female, compared to a male. Perhaps they should add a "/pants" toggle, while they are at it. Glamour a leg piece on a female retainer, and like magic," it's like the leg piece was never there.
An "/open-toe" toggle option would also be useful, for those foot pieces with open toes that I'm sure no one asked for.
Oh, and let's not forget to include a "/feather" toggle option for those feathers that never seen to dye the right color with the piece it's attached to.
More glamour options are your friend
PS: Honorable mention to the pieces that look fine undyed, but look extra special awful when applying a dye. Thank the Twelve for the dye preview option.
PS (pt2): Extra special mention to that one accent on a piece that never changes color, no matter what dye is applied.
Last edited by DarkDedede; 02-11-2018 at 04:34 AM.
I'm well aware of this. Speedrunning began with 2.0 as getting that Darklight (if you hadn't in 1.0) required running the 3 level 50 dungeons available ad nausium.
I feel the idea of speedrunning becoming the "best way to play" and meta overall happened when Brayflox Nonstop (Longstop HM) came out. Since it was so easy to zerg. The place could be done so quickly that it was far faster to just spam this one dungeon to cap than roulettes.
I was there, we all would party finder Bray HM, do about 5 or so runs before we were fried, and then do it again. It sucked, but suddenly everyone and anyone had a way to cap tomes easily, not just the "no-lifers." And it just stuck.
It's all efficiency>enjoyment.
I think the last straw for me (since I've never been a fan, and I healer main, too, so I do get your angle) was just how hard SB's 4.0 dungeons tried to break parties of it with gating and harder hitting mobs. There was no bad luck getting a bad tank and stressing out trying to save them; all tanks were squishy.
Couple this with the separate issue of too many tanks desperately clinging on to their HW gear and just taking the concept of healers adjust so far it was skirting harassment.
It was a whole series of things that make me grow to abhor it, even if it's within my capability to carry these shit parties.
Last edited by Ametrine; 02-11-2018 at 04:53 AM.
This I think is a more interesting discussion than simply saying "tanks who do large pulls are bad/wrong/needlessly creating complications for their group". It's frankly gross the amount of tools tanks and healers have to trivialize massive packs (tank CDs, including immunity for a good number of seconds every 2-3 minutes save PLD, healer oGCDs in the range of 600-700 potency which is like 1/3rd a tank's health bar, regens also removing the need to cast actual healing spells, etc). I know people are going to bust out the "we just outgear everything so bad by now", but this dungeon's gear is like 325 or something, people are 340, that's not an egregious amount of overgearing and people were still chain-pulling day 1 with no prior knowledge of the dungeon. Hell, doing small pulls, I was able to heal a SAM and MCH through trash packs just on my SCH, while still being able to DPS (our tank dc'd after the first boss of Hell's Lid).
I feel like the mobs are just weaksauce all around. Being able to pull everything wall-to-wall should be the hallmark of an EXTREMELY coordinated, max-geared group, not something a random bunch of pugs cobbled together can achieve with minimal stress and effort. Right now it's the optimal way to play, so people doing that are absolutely correct, but it's just really mind-numbing to do every dungeon as a healer skating by on just regens, oGCD heals, and AOE damage spam.
"Fun comes first. If it isn't fun, you're doing it wrong." -Naoki Yoshida
My opinions:
Slashing, piercing and blunt resistance should have been replaced with elemental weakness/resistance and make elements way more important, give us a use for all those elemental weapons we get...
There should be a 4th role: support....
Mounted combat should be a thing... on land in air and at sea...
There should be more sidequest chains that matter... with dungeons and trials gated within them.
I like the glamour dresser. I will never ever put 200 pieces in this anyway and it finally made it possible for me to put down a great outfit for my SCH and MCH without bothering with the prisms.
The game needs something different. I played since the new release. It's been far too long of the same old same old. Tomestone grinding...and so on. In this game you can predict 50 % of what's going to be in the next patch before it even comes out. I hope Eureka will change things up a bit but it does get tiring. My sub ran out today and I am almost Lvl 70 with my MCH...but I am not sure I'll resub because what's the point?
I actually like Fates. However, the zones are way too empty. Game needs way more open world content and reasons to get out there and less instanced stuff.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.