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  1. #61
    Player
    Dadbod's Avatar
    Join Date
    Sep 2019
    Posts
    18
    Character
    Dadbod Flexin
    World
    Exodus
    Main Class
    Paladin Lv 61
    It seems to me as a newer player... A large part of the problem of no "difficulty" comes not from the fights themselves... Savage raiders, parsers, and elites die and wipe on savage raids all the time.. The thing that makes them easy is death has no penalty whatsoever...

    I often watch high end raiders on twitch wipe a fight they already completely know 4+ times and then clear. The problem is that dying 4 times in a row does nothing to you except make the fight take 15 minutes longer because you'll just jump off the platform as soon as a clear looks unlikely.

    4 man dungeons are entirely too easy though and there is no fear of death (which is incredibly rare anyways) through any point in the game at all...
    (1)

  2. #62
    Player
    MariaArvana's Avatar
    Join Date
    Nov 2018
    Posts
    347
    Character
    Maria Rubrum
    World
    Gilgamesh
    Main Class
    Summoner Lv 80
    Quote Originally Posted by SerLuke View Post
    The deception in game for the tank mastery trait actually says it gives “a bonus to damage dealt based on your strength attribute” are you saying this is a mistranslation or a typo?
    I think its a super badly worded description than anything to be honest, especially when you consider how bad some of the other descriptions in the stat menus are (and how badly worded some tooltips in general are). I dunno Japanese so can't comment if its a bad translation though.

    "A bonus to damage dealt" I believe is just a badly worded description for "Your Strength affects your attack power at a certain rate."
    Considering it also states "Conveys a bonus to your maximum health based on your Vitality attribute" when there was no change to Maximum HP when SHB dropped despite an alleged 'bonus'. I believe the wording on the trait is simply a bad choice to say "Tanks's stats scale differently than other jobs."

    But hard math that groups like the Theoryjerkers have done doesn't lie. Tanks are scaling weaker on STR now than before SHB. Which given statements Yoshi-P has said in the past where he's mentioned he feels tanks are doing way too much damage in SB, doesn't surprise me much they nerfed tank damage.

    Another super quick example to highlight the nerfed damage from tank mastery is compare Afflatus Misery and Inner Chaos. When AM crits + DH, it does nearly 10- 20k+ more damage than IC, despite IC having even more potency than Afflatus. (920 vs 900, even without factoring in SE's 10% damage bonus pushing IC into the 1000 potency range before the auto crit + dh factors in.)
    (2)
    Last edited by MariaArvana; 10-21-2019 at 03:31 PM.

  3. #63
    Player
    Saintly's Avatar
    Join Date
    May 2015
    Posts
    134
    Character
    Saintly Gallowmere
    World
    Odin
    Main Class
    Fisher Lv 64
    Even tho I have given up hope on jobs feeling unique again and balancing them accordingly to their skill floor/ceiling.

    I just wish they removed rewards/achievements from uncynced content.

    Mounts/top tier equipment/tittles are not required to complete MSQ anyway.
    (0)

  4. #64
    Player
    Samsta's Avatar
    Join Date
    Dec 2013
    Posts
    331
    Character
    Amael Yuki
    World
    Shiva
    Main Class
    White Mage Lv 80
    Quote Originally Posted by HyoMinPark View Post
    This is false. BRD has zero complexity in ShB compared to how it was played in SB. Alongside its complete lack of being a BRD, the lack of complexity and rewarding nature of the job has been a complaint from those who enjoyed optimizing it in SB.
    Notice the words "pretty much" and "for the most part". Bard is just 1 job.
    (0)

  5. #65
    Player
    Nestama's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    4,353
    Character
    Nestama Eynfoetsyn
    World
    Lamia
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Saintly View Post
    I just wish they removed rewards/achievements from uncynced content.

    Mounts/top tier equipment/tittles are not required to complete MSQ anyway.
    I disagree. After running multiple EX Trials and seeing multiple dogs go to people who have spent most of the fight judging whether the floor is soft or firm, it's nice to be able to go back into those fights overpowered and spend less time in them (unless they're Byakko and Suzaku). Plus it makes me less likely to put my blacklist into proper use (like I did when I actually did those EX Trials when they came out. It's frustrating when people make the same mistakes and don't listen to very helpful advice. More so when those same people get the dog mount. I don't like carrying people and like it even less when they're rewarded for it).

    At least Ultimate will never be unsyncable. So those weapons and titles will always be exclusive to those who earned them.
    (4)

  6. #66
    Player
    KageTokage's Avatar
    Join Date
    Feb 2017
    Posts
    7,093
    Character
    Alijana Tumet
    World
    Cactuar
    Main Class
    Ninja Lv 100
    Quote Originally Posted by Dadbod View Post
    It seems to me as a newer player... A large part of the problem of no "difficulty" comes not from the fights themselves... Savage raiders, parsers, and elites die and wipe on savage raids all the time.. The thing that makes them easy is death has no penalty whatsoever...

    I often watch high end raiders on twitch wipe a fight they already completely know 4+ times and then clear. The problem is that dying 4 times in a row does nothing to you except make the fight take 15 minutes longer because you'll just jump off the platform as soon as a clear looks unlikely.

    4 man dungeons are entirely too easy though and there is no fear of death (which is incredibly rare anyways) through any point in the game at all...
    Dying = less DPS from weakness debuff, which means a higher chance of wiping to the enrage timer. This naturally becomes less of an issue as time goes on and gear gets better. Early in the tier even a single death is enough to deny a clear.

    XIV is actually stricter then a lot of MMOs with how handles death as the nature of several of its mechanics require that the entire team be alive for them be executed properly, otherwise it'll snowball into even more deaths or a wipe.
    (4)

  7. #67
    Player
    Samsta's Avatar
    Join Date
    Dec 2013
    Posts
    331
    Character
    Amael Yuki
    World
    Shiva
    Main Class
    White Mage Lv 80
    Quote Originally Posted by Dadbod View Post
    It seems to me as a newer player... A large part of the problem of no "difficulty" comes not from the fights themselves... Savage raiders, parsers, and elites die and wipe on savage raids all the time.. The thing that makes them easy is death has no penalty whatsoever...

    I often watch high end raiders on twitch wipe a fight they already completely know 4+ times and then clear. The problem is that dying 4 times in a row does nothing to you except make the fight take 15 minutes longer because you'll just jump off the platform as soon as a clear looks unlikely.

    4 man dungeons are entirely too easy though and there is no fear of death (which is incredibly rare anyways) through any point in the game at all...
    1 death can absolutely ruin a first week savage run. Weakness is a huge debuff that cripples your dps severely. As time goes on and people get better gear yeah it becomes less of an issue. I dunno what penalty you want on top of healer having to spend mana and gcd and swiftcast to ress, player having his dps ruined and some mechanics wiping the party if everyone is not alive.
    (3)

  8. #68
    Player
    Krotoan's Avatar
    Join Date
    May 2013
    Posts
    3,591
    Character
    Krotoan Argaviel
    World
    Sargatanas
    Main Class
    Reaper Lv 100
    Quote Originally Posted by Dadbod View Post
    It seems to me as a newer player... A large part of the problem of no "difficulty" comes not from the fights themselves... Savage raiders, parsers, and elites die and wipe on savage raids all the time.. The thing that makes them easy is death has no penalty whatsoever...

    I often watch high end raiders on twitch wipe a fight they already completely know 4+ times and then clear. The problem is that dying 4 times in a row does nothing to you except make the fight take 15 minutes longer because you'll just jump off the platform as soon as a clear looks unlikely.

    4 man dungeons are entirely too easy though and there is no fear of death (which is incredibly rare anyways) through any point in the game at all...
    Dying loses you time which is a HUGE penalty, are you suggesting we should have permanent penalties beyond this?
    (4)
    WHERE IS THIS KETTLE EVERYONE KEEPS INTRODUCING ME TO?

  9. #69
    Player
    yukiiyuki's Avatar
    Join Date
    Mar 2016
    Posts
    302
    Character
    Flame Foxter
    World
    Zodiark
    Main Class
    Rogue Lv 80
    Quote Originally Posted by Shinklet View Post
    The people who play this game in general want it to be easy, grind-free, one shottable.

    There's a post in this very section asking for hunt immunity for christ's sake. People keep forgetting that MMORPGS used to be one of the most demanding, time consuming, most-research required genres in gaming and not dress up doll simulators.

    uwu look at my qute scween shot
    But at least we got GCBTW, right. Sinking time on MMOs to obtain items, hah, what is this, 2008?
    (0)

  10. #70
    Player
    Enjuden's Avatar
    Join Date
    Jul 2013
    Location
    Gridania
    Posts
    364
    Character
    Enju Abbagliato
    World
    Balmung
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Samsta View Post
    Uhm Do you guys remember 2.x jobs? They were the simplest iterations of the jobs ever. Some nostalgia speaking here surely. DPS jobs have pretty much retained their complexity from heavensward for the most part, just some pruning here and there of weird and unnecessary skills. Say what you will about the current healers though.
    Saying that Heavensward complexity for DPS jobs is the same as current is so hilariously false that I question whether you even played a DPS job during Heavensward. The game was significantly different then, both in how higher end content operated and in how the classes worked for maximum output.

    I've been concerned with it for some time, with 4.x honestly feeling like a perfect balance for skill floor and ceiling. It's especially painful if one's tanked in Heavensward raid content when it was current, since that was a lot of work for tanking, but felt rewarding. Now all the tanks feel the same with the exception of GNB, and even that isn't as complex as 4.x DRK. I miss having a higher ceiling for tanks especially.

    Who knows, a lot of people I hear don't like the overall feel of the changes, so it's a waiting game to see what 6.0 brings to everyone.
    (4)
    Last edited by Enjuden; 10-21-2019 at 10:57 PM.

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