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  1. #1
    Player
    Brandedblade's Avatar
    Join Date
    Nov 2017
    Location
    Limsa Lominsa
    Posts
    841
    Character
    Gunther Frey
    World
    Balmung
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Reynhart View Post
    We never said it didn't, just that it has less than before. Sure, the old one had some really bad outcome, but, in my opinion, it would have been more interesting to "balance" cards better instead of simply making all of them damage boost.
    Making them all damage boosts is overall healthier for the design of the game in the long run. Knowing that AST will contribute X-Y% damage means that the dev team can far easily balance its output to be more in line with the rest of the classes within its role. With the old rng you ran the risk of said X-Y% being too drastic to properly quantify. Like I said in an earlier post, it does however, seem the devs intentionally made the support dps have INCREDIBLY low pdps out of fear of their buffs being too powerful, and the live letter did mention that alot of these classes, such as AST and DNC, are getting damage boosts in 5.1

    Its biggest issue, however, is that it had support options tied into the system when in this game, playing optimally means optimal damage. Yes, pulling that prime Bole felt amazing when you happen to have a tank on the verge of death, but what if the tank wasnt struggling? Bole would be useless then, and what if you drew a Balance at that time, sure the extra damage might help but the tank might be dead without the extra mitigation.
    (0)

  2. #2
    Player
    MPNZ's Avatar
    Join Date
    Sep 2013
    Posts
    691
    Character
    Nephie Elz
    World
    Lamia
    Main Class
    Archer Lv 90
    Quote Originally Posted by Brandedblade View Post
    Making them all damage boosts is overall healthier for the design of the game in the long run. Knowing that AST will contribute X-Y% damage means that the dev team can far easily balance its output to be more in line with the rest of the classes within its role. With the old rng you ran the risk of said X-Y% being too drastic to properly quantify. Like I said in an earlier post, it does however, seem the devs intentionally made the support dps have INCREDIBLY low pdps out of fear of their buffs being too powerful, and the live letter did mention that alot of these classes, such as AST and DNC, are getting damage boosts in 5.1

    Its biggest issue, however, is that it had support options tied into the system when in this game, playing optimally means optimal damage. Yes, pulling that prime Bole felt amazing when you happen to have a tank on the verge of death, but what if the tank wasnt struggling? Bole would be useless then, and what if you drew a Balance at that time, sure the extra damage might help but the tank might be dead without the extra mitigation.
    That's why they had redundant lesser versions of balance that were like arguably better for certain classes like brd with spear and BLM with arrow, one total dud for burning, redraw, and two defensive cards that were really great in like stone vigil because some tanks will just refuse to gear up (which makes the modern system useless, and will be mitigated a bit by the 5.1 tnk changes). Basically, AST is too consistant with very little flexibility outside of perfect or upper-middle good conditions, and the card system is the result of literally no reading the room. It's not fun. It's cold and boring with zero depth, or ability to change situations or even adapt when mistakes happen. It's perform perfectly or suffer. Especially in pugs, which used to be total lol from 2.0-3.0
    (0)
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    Ewwwwwww, it's all glowwy again!

  3. #3
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Brandedblade View Post
    Making them all damage boosts is overall healthier for the design of the game in the long run.
    For me, reducing the amount of strategic decision you have to make on any job in bad in the long run, because it's makes the game boring-er.

    I have more vivid memories of duties where something uncommon happened to save a dire situation than the number of times I farmed the same content with mathematically better completion time. That's, for me, when the "game" changes into being a "task".
    (8)
    Last edited by Reynhart; 10-20-2019 at 09:57 AM.
    Y: I usually compare FFXIV with a theme park, but the Forbidden Land of Eureka won’t be a place where everyone would want to go. For example, there are people who don’t want to go to horror houses because they don’t see the point in getting scared on purpose. For example, on a date, the boyfriend might want to invite the girlfriend to go the horror house, but the girlfriend just doesn’t seem to find it fun. In other words, it’s not like everyone wants to go to the horror house, but there are people who just love the adrenalin rush they get from it. Think of Eureka as something like that.

  4. #4
    Player
    Kuwago's Avatar
    Join Date
    Jun 2019
    Location
    Limsa Lominsa
    Posts
    37
    Character
    Kuwago Riegan
    World
    Sargatanas
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by Brandedblade View Post
    Making them all damage boosts is overall healthier for the design of the game in the long run. Knowing that AST will contribute X-Y% damage means that the dev team can far easily balance its output to be more in line with the rest of the classes within its role. With the old rng you ran the risk of said X-Y% being too drastic to properly quantify. Like I said in an earlier post, it does however, seem the devs intentionally made the support dps have INCREDIBLY low pdps out of fear of their buffs being too powerful, and the live letter did mention that alot of these classes, such as AST and DNC, are getting damage boosts in 5.1

    Its biggest issue, however, is that it had support options tied into the system when in this game, playing optimally means optimal damage. Yes, pulling that prime Bole felt amazing when you happen to have a tank on the verge of death, but what if the tank wasnt struggling? Bole would be useless then, and what if you drew a Balance at that time, sure the extra damage might help but the tank might be dead without the extra mitigation.
    I still feel like they could've found a nice balance between both the old cards and the new cards. I do like both of them as I know I'm giving an outright DPS increase with the new cards but it's so boring during longer fights. If they retained or reworked Royal Road instead and combined it with MA then maybe there could be a median between the new and old cards.
    What I had in mind is that keep the New Cards and MA (Combined with RR) will give Lord/Lady similar to how MA works and the added effect of RR in this version of MA will be the effects of the Old Cards but adjusted because all cards being a straight DPS increase, for example, pulling a bole card will make it so that the defense increase alongside the damage increase will be put in place into the Lady Card after using MA
    (0)

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