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  1. #361
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,856
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Well, probably the real kicker...

    I honestly think jobs, at least in the implementation chosen, were a cop-out.
    (3)

  2. #362
    Player
    ThirdChild_ZKI's Avatar
    Join Date
    Jan 2014
    Posts
    3,229
    Character
    Lace Valeria
    World
    Jenova
    Main Class
    Machinist Lv 80
    While I don't wish for it to be a sudden, incremental jump, I'd love to see the devs actually start to give endgame below Savage raiding some fangs.

    Someone mentioned PotD traps in dungeons, and I'm actually okay with that, with some interactivity added per se (i.e. lure mobs to the traps to use against them, or if willing to detour a bit, you can deactivate the traps ahead).
    (1)

  3. #363
    Player
    Avatre's Avatar
    Join Date
    Jul 2017
    Posts
    2,852
    Character
    Avatre Drakone
    World
    Cactuar
    Main Class
    Dancer Lv 100
    Quote Originally Posted by ThirdChild_ZKI View Post
    Someone mentioned PotD traps in dungeons, and I'm actually okay with that, with some interactivity added per se (i.e. lure mobs to the traps to use against them, or if willing to detour a bit, you can deactivate the traps ahead).
    In addition to traps, I think adding a jumping puzzle(that has a switch at the top to open a path/teleport/elevator/whatever to get those who can't do it past) in a COMPLETELY OPTIONAL dungeon. That doesn't give gear that will increase your ilvl. Maybe make it so that ALL(from 2.0 - 100.0) relics gain decent amount of light/aetheric density/whatever.
    (0)

  4. #364
    Player
    ThirdChild_ZKI's Avatar
    Join Date
    Jan 2014
    Posts
    3,229
    Character
    Lace Valeria
    World
    Jenova
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Avatre View Post
    In addition to traps, I think adding a jumping puzzle(that has a switch at the top to open a path/teleport/elevator/whatever to get those who can't do it past) in a COMPLETELY OPTIONAL dungeon. That doesn't give gear that will increase your ilvl. Maybe make it so that ALL(from 2.0 - 100.0) relics gain decent amount of light/aetheric density/whatever.
    Whoa, calm down there, Satan :P

    And I thought I was in a crabby mood. . . Be good, now. /hug
    (0)

  5. #365
    Player
    Burningskull's Avatar
    Join Date
    Jun 2014
    Posts
    1,342
    Character
    Markov Dracul
    World
    Gilgamesh
    Main Class
    Dancer Lv 100
    Probably an unpopular opinion: Eureka will suck cause FFXI sucked.
    (7)

  6. #366
    Player
    Avatre's Avatar
    Join Date
    Jul 2017
    Posts
    2,852
    Character
    Avatre Drakone
    World
    Cactuar
    Main Class
    Dancer Lv 100
    Quote Originally Posted by ThirdChild_ZKI View Post
    Whoa, calm down there, Satan :P

    And I thought I was in a crabby mood. . . Be good, now. /hug
    But I actually ENJOYED the jump puzzles.
    (0)

  7. #367
    Player
    Skivvy's Avatar
    Join Date
    Jun 2012
    Posts
    4,178
    Character
    Boo Box
    World
    Rafflesia
    Main Class
    Sage Lv 100
    Quote Originally Posted by Avatre View Post
    In addition to traps, I think adding a jumping puzzle(that has a switch at the top to open a path/teleport/elevator/whatever to get those who can't do it past) in a COMPLETELY OPTIONAL dungeon. That doesn't give gear that will increase your ilvl. Maybe make it so that ALL(from 2.0 - 100.0) relics gain decent amount of light/aetheric density/whatever.
    I'd like to see a JP at the end of some dungeons that leads to an extra chest or something. That way, if people want to deal with it, they have ~5m or so to attempt it before getting auto-booted by the dungeon. Could be fun
    (0)

  8. #368
    Player RiyahArp's Avatar
    Join Date
    Oct 2017
    Posts
    1,471
    Character
    Riyah Arpeggio
    World
    Exodus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by ThirdChild_ZKI View Post
    Someone mentioned PotD traps in dungeons, and I'm actually okay with that, with some interactivity added per se (i.e. lure mobs to the traps to use against them, or if willing to detour a bit, you can deactivate the traps ahead).
    Why? they are random annoyances, and you really want people to slow down pulls to only take one group at a time? Cause that's what they do in PotD.
    (1)

  9. #369
    Player NephthysVasudan's Avatar
    Join Date
    Sep 2017
    Location
    Ul'Dah
    Posts
    1,091
    Character
    Nephthys Yamada
    World
    Adamantoise
    Main Class
    White Mage Lv 80
    Quote Originally Posted by RiyahArp View Post
    Why? they are random annoyances, and you really want people to slow down pulls to only take one group at a time? Cause that's what they do in PotD.
    Because dungeon crawling is an actual thing...not speed running everything in sight. A little variety adds spice to the game. That and it would be freaking hilarious.....and embarrassing....lol!
    And its has nothing to do with "one pulling" it has everything to do with thinking about your next move tactically.
    (2)

  10. #370
    Player
    KaldeaSahaline's Avatar
    Join Date
    Apr 2014
    Posts
    439
    Character
    Kaldea Sahaline
    World
    Behemoth
    Main Class
    Gladiator Lv 80
    Quote Originally Posted by Laurawrzz View Post
    Confusing and wildly unpopular opinion: I loathe the entire concept of rotations. There ceases to be any kind of individuality in gameplay when everyone is the equivalent of a robot; all pre-programmed with a specific set of moves for 'optimum DPS', usually taken from some guy/gal on Reddit posting along with some unfathomable chart of numbers. I adore spontaneity and instinctive gameplay - something which, for me, only a healer role really has in abundance.
    While it is true that healing is better about this than the other roles, it's still not what I would call good. Good healers have every single oGCD planned out and which heals are precasted to offset incoming damage. It's very binary. The only thing that changes is when someone makes a mistake, but in the upper echelon of content forms, a mistake is generally a full party wipe anyway.

    I'd be really curious how you would improve the existing design paradigms (DPS/healing/tanking) taking into consideration how encounters are currently designed.

    Any ideas?

    Quote Originally Posted by MistakeNot View Post
    Unpopular opinions you say.....
    Here are some of mine that I am sure lots of people (most?) will disagree with:

    Big pulls are a sign of bad tanking.
    Lol. It's not an unpopular opinion, it's a completely asinine one. Others covered it so I don't need to rehash it.

    Quote Originally Posted by Ametrine View Post
    No, it was a direct result of speedruns that progressively became easier and easier to do as our gear increases. It's power creep.

    I hate the mass pull meta. The only class that has anything "dynamic" to do is the tank handling the aggro and properly balancing CDs. DPS are forced to smash their one or two AoE skills or be "bad". Healers are often left either doing exactly the same one button AoE spam or, if they're *lucky* that day, desperately over exert themselves to keep a lackluster tank that's overcompensating alive. Or be the one blamed or kicked if tank dies.

    There is nothing remotely entertaining about that. Especially when alternative of regular pulls still lets you play rotations and while moving along quickly. It's just impatient people being so enabled to play the game in the most monotonous way possible because meta demands it.
    I agree there's nothing remotely interesting about it. BUT, there's an EVEN less interesting experience waiting for you going slowly. Doing rotations on 1-3 mobs isn't any more fun for most people either. I had to go slow last night in my EX dungeon because I had a 1.8k dps SAM and a 0DPS healer and it literally almost put me to sleep it was so boring.

    At least in WoW when I play I have actual decisions to make when AOEing/doing dungeon content.

    As a Ret, my Judgement spell puts a debuff on up to 5 targets. It auto crits on anything above 50% HP. I then dump my resource on an AOE finishing attack that travels in a linear AOE as well as hitting directly around me. If I want to try and maximize Judgment, I want to try and make sure I am using it on a target that won't die immediately, and ideally has the most HP to generate the crit damage component.

    Because trash packs have "priority" enemies, I have to focus on who is the threat, while cleaving damage onto other enemies or focusing them downright entirely, while also managing my position to ensure I do not pull extra enemies. Couple that with another AOE ability that pulses point blank damage in a very small radius it means managing positioning is even more in depth.

    On my DRG? Yeah I have to position myself to land 2 different Line AOEs that are repeatedly cast over and over.

    IMO - the bigger issue is the encounter design utilized in this game. I think that stifles the job design more than the other way around.

    Quote Originally Posted by MistakeNot View Post
    A good tank should minimise the danger and risk as far as possible. Each pull should therefore be as small as possible to make it as easy as possible.
    If this makes a run boring because it becomes so easy - then people are doing things right. During a really good run one should never be in any real danger.
    Who is in danger during a large pull? I sure as hell am not (PLD). The DPS aren't either. The healer? Nope not them either.

    In a few places it is almost necessary to make small pulls, and it is therefore a good habit to get into.
    Large pulls are just sloppy tanking that only works because parties usually outgear content significantly.
    Would you mind citing your examples where "in a few places it is almost necessary to make small pulls?"

    You do realize that parties outgear everything on release right? It's been that way forever. That's SE's intent. Why? I don't know.

    One could also say that large pulls being common is a sign of bad encounter design.
    Now this is one thing you said that is actually reasonable and I can get on your team about. I agree that the encounter design is 100% the underlying issue that stifles the game more than anything else. You can see an example above I gave regarding WoW.

    I'd have 0 issue pulling one mob at a time, if the game GAVE me a reason or made me. Because it doesn't there's no reason to go small. I'd fully support changing that up. I even made a full workup of a Eureka concept that covered my idea of the above mentioned paradigm. Feel free to give it a read.

    http://forum.square-enix.com/ffxiv/t...Eureka-Concept

    Quote Originally Posted by Ametrine View Post
    It's all efficiency>enjoyment.
    Agreed. That's because they're not enjoyable though. There's no danger, no urgency, no consequences, etc. That's why efficiency is king.

    I'd fully support revamping the encounter design paradigm to change that. If you look at the poster I quoted above, I linked my Eureka concept I made last year. It covers some ideas for more engaging ideas for a repeatable battle content form.

    Quote Originally Posted by NephthysVasudan View Post
    Because dungeon crawling is an actual thing...not speed running everything in sight. A little variety adds spice to the game. That and it would be freaking hilarious.....and embarrassing....lol!
    And its has nothing to do with "one pulling" it has everything to do with thinking about your next move tactically.
    I'd love actual dungeon crawling where there was danger/consequences, but unfortunately dungeons aren't that. As such efficiency ends up being the only thing that matters. I've said it a few times in this post. I'd be down to change it so that we had to tank dungeons slower, but because the game doesn't currently encourage it, I won't.

    If you look a bit further up my in my reply I linked a post to a Eureka concept I created. I doubt it's something you'd be interested in based on previous posts, but it might be worth a read if you're curious what I consider to be more engaging content.
    (1)

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