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  1. #71
    Player
    Divinemights's Avatar
    Join Date
    Jul 2016
    Posts
    2,143
    Character
    Altria Pendragons
    World
    Leviathan
    Main Class
    Ninja Lv 100
    I have the best corruption Infinite Star and I can guarantee you that I am not impressed by this corruption system when Infinite Star is already my 2nd highest damage done. WoW failed for a reason, please stop trying to turn FF14 into WoW. We should embrace FF14 by taking WoW as a failure example and learn not to repeat the same mistake
    (3)

  2. #72
    Player

    Join Date
    Nov 2018
    Posts
    1,706
    Quote Originally Posted by Shurrikhan View Post
    I found it disingenuous to dismiss the comment on semantics (that healers still produce some amount of HP and therefore are not, say, "what feels, effectively, like DPS with additional healing abilities" [Green DPS]).
    Well, that's how I feel because, as a DPS main, "DPS with additional healing abilities" fit RDM better. I've tried Healer and it doesn't work for me.

    If you think I'm being dismissive, then so be it, but semantic helps with clarification and distinguishing between subtle differences and the way to negate any "dismissal on the basis of semantic" is simply to use the correct semantic. It's not like I was trying to argue with how people should feel about the way healers work, but to say they don't have to heal is another thing altogether.
    (0)

  3. #73
    Player
    Bright-Flower's Avatar
    Join Date
    Jul 2018
    Posts
    2,828
    Character
    Nyr Ardyne
    World
    Balmung
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Divinemights View Post
    I have the best corruption Infinite Star and I can guarantee you that I am not impressed by this corruption system when Infinite Star is already my 2nd highest damage done. WoW failed for a reason, please stop trying to turn FF14 into WoW. We should embrace FF14 by taking WoW as a failure example and learn not to repeat the same mistake
    Yeah. It is worthwhile to look at other games, and consider what features may work well in FFXIV. But even if the corruption system WAS great and had no drawbacks and everyone loved it in WoW, that wouldn't automatically mean it would translate well into FFXIV. They're both pve focused action bar trinity based MMOs, but beyond that there are some key differences when it comes down to the particulars.

    One thing I would love though is WoW's transmog system, where you save an appearance to your account and don't have to hold onto the physical item in your inventory anymore. If they could make that system work in FFXIV's glamour system I'd love it. But not everything can be brought over so easily.
    (0)

  4. #74
    Player
    Lauront's Avatar
    Join Date
    Jul 2015
    Location
    Amaurot
    Posts
    4,449
    Character
    Tristain Archambeau
    World
    Cerberus
    Main Class
    Black Mage Lv 90
    Quote Originally Posted by Shurrikhan View Post
    Customization beyond character creation and choice of class, lateral progression, substantial coordination, performance metrics, actually healing, and transparency.
    Quote Originally Posted by Shurrikhan View Post
    I might even be fine with just having some slightly less clear-cut shared-CD actions and more significant stat effects that are more conveniently set (e.g. being able to choose between two secondary stat choices per gear piece, and choosing breakpoints to keep to between them).

    Some jobs have good deal of difference in playflow available to them just by switching between GCD speeds.

    In general I'm wary of choices for the sake of choices, but having several playflow variants or a few other significant changes per job can be worth their development costs insofar as they increase the breadth of attraction of jobs that might otherwise be overlooked.

    Anything that increases the product of breadth and depth of attraction to players more than it increases the development costs necessary, without decreasing overall cohesion, will likely be good design.
    Agree with all those. The healing model in this game, where you're required to dps, but then stuck with really simplistic, dull healing "rotations" baffles me. At the least they could make them a bit more like dps rotations, particularly for WHM, because I can't imagine 1 nuke 1 dot is much fun.

    I think specs would be very hard to implement given their job model, but the sort of individuation you mention would be a welcome addition.


    Quote Originally Posted by Theodric View Post
    Major leader figures dying, staying dead and being replaced by a successor who may very well cause strife for the people that they're leading.
    I'll add to those, the greater focus on races that some MMOs have, like racial starting/home zones/cultures and the like. I'm not too fond of this game's preference for trying to put that focus in the cities and it can lead to certain races' lore being shoved into the background and things feeling a bit same-y. They've improved on it since 2.0 but the damage has been done.

    Another would be classes (="jobs") focused on the "fight fire with fire" mindset, like WoW's Warlock, Demon Hunter, Shadow Priest or Death Knight, on the shadier/more morally grey side of the spectrum... this game has little like that. It's partly due to the lore on aether, but also because of the character's role in the story. Even BLM and DRK are rather tame in this regard - the closest would be something like Void Mage or Necromancer. I'm hoping with the end of the Hydaelyn/Zodiark saga they'll begin taking a few more liberties, but I somehow doubt that they will.
    (2)
    Last edited by Lauront; 02-26-2020 at 05:58 AM.

  5. #75
    Player
    Dreamsoap's Avatar
    Join Date
    Aug 2016
    Location
    Uldah
    Posts
    383
    Character
    Jye Greene
    World
    Malboro
    Main Class
    Monk Lv 60
    Quote Originally Posted by Omedon View Post
    Have you ever played another game that did something that made you think "Oh my god this would blow FFXIV's mind in the worst way" and what was it?
    Enjoyable pvp. By that I mean a game where you could customize your stats and you had a bajillion abilities, so fights were really interesting with a bunch of different builds and strategies. You also had a weekly guild vs guild in an instanced map to either claim or defend a real territory. I think it had a pittance of merit in day to day game life, like less teleport fees for the guild members that owned it.

    Another one is job mastery trees. Like those games where you play a basic vanilla class and then choose different pathways at a certain level/ class trial quest that further specialize you. Like nerd -> med student -> white mage or nerd -> librarian -> scholar
    (1)
    Last edited by Dreamsoap; 02-26-2020 at 06:15 AM.

  6. #76
    Player
    Vahlnir's Avatar
    Join Date
    Dec 2013
    Location
    Tent In the Middle of Nowhere
    Posts
    9,647
    Character
    Elan Centauri
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    In Rift (I haven't played it since it went f2p) I really enjoyed the "rift" system and the zone wide invasion events. I would absolutely love to have something similar in FF XIV. The invasions were so dang cool. Basically, a ton of elemental rifts would open across a zone, and enemies would come pouring out of them. These enemies would invade settlements and take them over if they weren't properly defended. They could be taken back though, or people could wait until the invasion was over and things would return to normal soon after. I remember one particular instance where I defended a settlement on my own and it felt pretty epic. The rifts had to be closed which would eventually spawn the boss, which could drop a lot of things like pets, currencies, gear, etc. I guess the Fate system is kinda similar but it isn't anywhere near as dynamic.
    (0)
    Last edited by Vahlnir; 02-26-2020 at 06:28 AM.

  7. #77
    Player
    Shinklet's Avatar
    Join Date
    May 2018
    Posts
    273
    Character
    Sors Tyche
    World
    Phantom
    Main Class
    Samurai Lv 100
    my man just learned the word anathema and was absolutely dying to think of a topic
    (2)

  8. #78
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,868
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Zsplash View Post
    It is, the only positional that exists in any other mmo is attacking from behind. And on one job and usually maybe 1-2 skills and it's always the thief/rogue type class.

    Ffxiv utilizes sides as well as back, and at one point I think it also utilized front in 1.0. It was actually at one point even more experimental in 1.0 where these positionals were required to continue the weaponskill combo at all. If you didn't land it, you didn't get the next weaponskill to light up.

    But really, it's half-joke half-seriousness and it slid over your head. The joke being that this game doesn't really experiment and they spend 100% of their time playing it safe. That they added "side" positional, is their most "experimental" mechanic, monk needs to rotate between sides and backs and it's just a ridiculous class in general that it seems like a lot of people avoid for that reason.
    Monk positionals get a bad rap only because Monk lacks the freedom of positioning that it once had. In 2.0, its main nuke was actually a Dragoon skill, a back attack, but it could be inserted anywhere in the rotation. By 2.2, Impulse Drive was only a TP-expensive null-potency filler without a positional, but Monk still had positionless potency boosts in the form of Fracture and ToD; though, as DoTs, they had to be used more sparingly. Only after 4.0 were all position-less skills removed, and even then many skill-speed breakpoints allowed Monks to choose at near-even potency between a per-Demolish rotation (double-Boot/True) that would include more back attacks or more side attacks (clipping buffs short outside of RoF, but not losing them on DK and Twin itself). Now, because of the Dragon Kick change, that last bit of freedom, too, is lost.
    (0)

  9. #79
    Player
    Lauront's Avatar
    Join Date
    Jul 2015
    Location
    Amaurot
    Posts
    4,449
    Character
    Tristain Archambeau
    World
    Cerberus
    Main Class
    Black Mage Lv 90
    Quote Originally Posted by Shinklet View Post
    my man just learned the word anathema and was absolutely dying to think of a topic
    Yeah, we're still reeling from Anamnesis and Refulgence... one word per patch cycle, please. :>
    (2)
    Last edited by Lauront; 02-26-2020 at 07:15 AM.
    When the game's story becomes self-aware:


  10. #80
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,868
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Lauront View Post
    Agree with all those. The healing model in this game, where you're required to dps, but then stuck with really simplistic, dull healing "rotations" baffles me. At the least they could make them a bit more like dps rotations, particularly for WHM, because I can't imagine 1 nuke 1 dot is much fun.

    I think specs would be very hard to implement given their job model, but the sort of individuation you mention would be a welcome addition.
    I doubt what I've suggested alone would be enough to deal with what you've mentioned, but it could do a fair bit of good for those who want deeper kits after the core experience has already been made as button-efficient (depth per button) as possible, with a much higher depth floor for the jobs currently with the simplest playflow. But, doubtless a large portion of players would not want that. Some still seem defensive about the slightest enhancements to depth of their favorite jobs (most noticeably in SCH, WHM, SMN, RDM, BLM, DNC, MCH, and BRD). Yet, without some increase there would be far too little for any individuation to make use of. We'd be left with only the same customization we already have: Spell Speed GCD tiers on BLM and maybe WHM and Skill Speed GCD tiers on MNK, DRG, and SAM, while everyone else has one tier to play at, even if that obligatory GCD is less than the base. At best, we'd have shuffled around how stats work to make it easier to stick to a particular GCD tier while regearing, which is... good, marginally, for some, but a waste for most.
    (1)

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