Well, probably the real kicker...
I honestly think jobs, at least in the implementation chosen, were a cop-out.
Well, probably the real kicker...
I honestly think jobs, at least in the implementation chosen, were a cop-out.
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).
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 :PIn 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.
And I thought I was in a crabby mood. . . Be good, now. /hug
Probably an unpopular opinion: Eureka will suck cause FFXI sucked.
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 funIn 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.![]()
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.
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.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.
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?
Lol. It's not an unpopular opinion, it's a completely asinine one. Others covered it so I don't need to rehash 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.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.
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.
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.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.
Would you mind citing your examples where "in a few places it is almost necessary to make small pulls?"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.
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.
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.One could also say that large pulls being common is a sign of bad encounter design.
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
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.
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.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.
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.
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