And how would action combat make this game survive longer? In order for this to be a legitimate statement, one would have to assume that the majority of players are dissatisfied with tab-targeting and would rather have action combat—including incoming players. Considering people come into the game every day, and make very few complaints of how this is tab-targeting versus action combat (yours is the first complaint I’ve ever seen of this sort, and I’ve played for over three years), I doubt this is a huge concern.
So why should the developers revamp the entire combat system to please you, your friends, and any others that may prefer this change? Aside from the fact that doing so would mean delaying the release of new content in order to redesign the combat AND readjust all existing fights—because all fights are scaled to our current way of combat. Keep that in mind. It’s just not feasible.
1.0 had more motion physics. But, from what I’m understanding, they were removed because, in 2.0, the pace of combat increased. 1.0 combat was fairly slow, so allowing our characters to have more motion physics was more feasible there when we weren’t responding to faster mechanics. For what it’s worth, though, jumping is actually something that was added in 2.0. The original game never had a jump feature because Tanaka said he “didn’t think it was necessary”.
You’re still missing the entire point of the argument.
You are playing an incomplete job at level 50, so you have no idea how it will actually play at level cap. SMN changes quite a bit between level 50 and level 70, becoming more and more busy with each cap (50, 60, and 70 are the “level caps”). At levels 50 to 60, SMN gains Painflare (another Aetherflow ability—AOE), an upgrade to Ruin (Ruin III), Tri-Disaster (which automatically applies both DoTs to a target), and Dreadwyrm Trance, which is activated by actively using Aetherflow abilities on a 60-second rotation. From levels 60 to 70, SMNs gain Ruin IV procs off of Ruin II (higher potency GCD), new DoT upgrades (Bio III and Miasma III) and Summon Bahamut, which is an incredibly strong burst phase on another 60 second rotation after Dreadwyrm Trance.
This isn’t taking into consideration that you don’t seem to be utilizing your oGCDs if you just “spam Ruin”. Are you touching Fester? Shadow Flare? Enkindle? Are you doing pet management at all?
Same for SCH—you are playing an incomplete job at your level. Honestly, I find it amusing how you say you don’t use Adlo because it’s “weak”. You think Adlo is weak now, but its one of the reasons why raid groups take SCH (aside from its competition being Nocturnal Sect AST—and Diurnal AST is just so much better than Noct). At level 70, a buffed Adlo can shield a party for several tens of thousands of HP. For example, if an Adlo crits for 30,000, that is a 60,000 HP shield, which is extremely valuable. You saying its weak just prove my points further—you don’t have the experience to make informed decisions about job combat in this game.
According to the Lodestone, the character you’re posting with has a level 7 LNC. You aren’t even a DRG yet, so why are you passing judgment on a job you’ve barely started?
Come up with better points and arguments for them, then?
All of your points fall back on subjective statements of “I don’t like X, therefore this game sucks and it’s going to die”. You dismiss the comments about leveling, but your reply here is more than enough to tell me that you don’t have the expertise on FFXIV to talk about how a job plays at level 70 if you’re judging them before they’re even complete.



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