Page 3 of 6 FirstFirst 1 2 3 4 5 ... LastLast
Results 21 to 30 of 65

Hybrid View

  1. #1
    Player
    Morningstar1337's Avatar
    Join Date
    Jun 2014
    Location
    Ul'Dah
    Posts
    3,492
    Character
    Aurora Aura
    World
    Exodus
    Main Class
    Thaumaturge Lv 80
    Quote Originally Posted by KDSilver View Post
    (I know it's detail, but the idea is here, it used to have another purpose before that was not only adding a side effect to aspected benefic).
    Now they could give both diurnal and aspected benefic at the same time (just like scholar getting aetherflow and lustrate in lvl45)
    Considering that A. Benefic seemed to be unusable without a sect that makes the most sense,

    though I would suggest, adding something to Noct Sect besides extra healing to make it more viable, Perhaps a chance to reset some of the CD's timers a la how Bloodletter interacted with Quick Nock and Mage's Ballad?
    (0)

  2. #2
    Player
    Hyperia's Avatar
    Join Date
    Mar 2014
    Location
    Gridania
    Posts
    1,609
    Character
    Aileen Pureheart
    World
    Sargatanas
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Jin- View Post
    I think 45 lvl combat speed should be the how game starts. I know so many people who drop the game because of the combat at under 50
    I know that due to the changes that WHM gets in ShB, it is nearly a totally different job than at 50.
    I really do not like playing WHM sub-50.

    What to make Arum Vale dramatically more popular? Take it from 49 to 50. Dramatically better experience.

    For WHM:
    1 to 30 - tolerable
    31 to 49 - unpleasant
    50 to 59 - tolerable
    60 to 69 - it’s ok
    70 to 79 - much better
    80 - awww yeaaaa!!!

    I’m stating to think that they may need to do a level squish post 6.x. 7.x is when I expect some major overhauls to start in this game as the original plan for the game will have fun it’s course.
    (2)

  3. #3
    Player

    Join Date
    Dec 2012
    Location
    Limsa Lominsa
    Posts
    1,066
    Also.

    Stop saying low level combat is boring and then asking for changes that makes the game even more boring by removing actions or “combining” them into a single button.


    You’re literally asking for Melee to have an “attack” button at that point which was deleted in version 1.0 because it’s boring.
    (6)

  4. #4
    Player
    Alice_Chrystal's Avatar
    Join Date
    Jan 2018
    Posts
    31
    Character
    Khovan Malqir
    World
    Shiva
    Main Class
    Black Mage Lv 95
    Quote Originally Posted by Daniolaut View Post
    Also.

    Stop saying low level combat is boring and then asking for changes that makes the game even more boring by removing actions or “combining” them into a single button.


    You’re literally asking for Melee to have an “attack” button at that point which was deleted in version 1.0 because it’s boring.
    Oh, I am just stating my opinion when I say I consider the combat in the low level regions as boring. It is not meant as an attack to those that might enjoy it

    But to your other points I lever suggested that actions should be removed or combined. My suggestion was that people should get there base, kit early on and only the flavours later. Personally I think it might even improve the performance of newcomers in higher levels because they would have more time to adjust to their class and rotation in a less than punishing enviroment But that is just my opinion, not more or less
    (0)

  5. #5
    Player

    Join Date
    Dec 2012
    Location
    Limsa Lominsa
    Posts
    1,066
    I think they need to somehow address players at level 80+ spamming actions they learn at level 15 and below, before they try to “condense” anything else.

    The game is already drastically more brain dead and easy at level 80, it doesn’t need to get any easier at lower levels just because you want to queue content you don’t actually want to do.

    What they absolutely need to focus on is making low level content more difficult and engaging. Buffing jobs even more, or giving players access to harder hitting skills clearly isn’t and hasn’t been the answer.

    People likely don’t make it post 2.0 because the game is extremely repetitive and is insanely trivial. Almost all the way until current expansion savage....
    (2)

  6. #6
    Player
    Kleeya's Avatar
    Join Date
    Mar 2017
    Posts
    1,192
    Character
    Kleeya White
    World
    Shiva
    Main Class
    Viper Lv 100
    Quote Originally Posted by Alice_Chrystal View Post
    - Let higher-level players keep their skills in low level content.

    There are a couple of problems with that.

    1. Newbies could get kicked. That something that often comes up. Even if I don't think that this point deserves that much weight...because there are always people that are *caugh* not nice and that will kick newbies for stupid reasons.

    2. You faceroll even harder through said content.

    3. You could increase the difficulty...but that could be difficult to balance. The vet might have fun but the newbie might feel crushed.
    4. When talking about that, people are usually in the "just scale the damages so that a 80 player using his full rotation will make as much dps as the sprout using way less buttons" mindset. Which can make sense if you don't want to get bored not having all your skills anymore.

    For example let's take a low level sprout in Sastasha. Using one or two button he will make an average of 100 dps (100 is just a number i did choose randomly, i dont have any clue of what the real value is). That means a level 80 player using his full level 80 single and aoe rotations will make an average of 100 dps as well when scaled down in the same dungeon.

    But what about high level players not having a clue of how to play properly ?

    The 80 MCH who keeps pressing only spread shot in packs will make only 10 dps. The 80 NIN who keeps single targetting in packs will make even less. Bosses will seems to last an eternity with this 80 RDM using only jolt2 on them. And so on.

    When you look at the tales from df topic, there is quite a lot of people complaining of maxed players playing badly, making their expert roulettes more long than usual. I don't think that people advocating for keeping all our skills when synched down realise all the problems it could bring. Do you really want Sastasha, and all the low and middle level dungeons alongside it, suddenly taking forever when paired with two 80 dps players not using all their skills properly ?

    The same reasoning can be made for healing scaling and tanking scaling. Enjoy wiping on a few low level bats because this 80 healer is not using his ogcds at all, and because this 80 DRK don't use TBN on top on another defense cd on each packs.

    You think you want it, but you don't XD
    (3)
    Last edited by Kleeya; 06-26-2020 at 04:16 AM.

  7. #7
    Player
    TeraRamis's Avatar
    Join Date
    Jan 2014
    Posts
    606
    Character
    Tiffah Lockhart
    World
    Balmung
    Main Class
    Dragoon Lv 82
    Yes, the lack of a full toolkit is an issue - I frankly think that classes should be largely complete by about level 30 (this is the same pacing WoW uses, and it feels right), with the occasional bump here and there as you progress.

    However, IMO the bigger thing that turns new people off to this game is that FFXIV has its priorities WAY skewed compared to the norm when it comes to GCD vs. positioning. In most normal MMORPGs, the GCD is much faster, in some cases demanding a frenetic level of play in order to master a rotation. By contrast, positioning demands (how many AOEs or ground effects or whatever a boss throws) are greatly reduced. This - coupled with ubiquitous damage meters - allows players to better gauge personal performance based upon the numbers they are generating, rather than some nebulous "I dodged XYZ movement mechanic, so I'm awesome" criteria. More succinctly: players learn to play their classes well, instead of necessarily playing boss mechanics well.

    I'm not trashing FFXIV - I am obviously here, playing the game. But the slow speed of the GCD paired with the almost silly "dance" players have to perform on every single boss (let alone every trash pull), plus almost no way (aside from a few clumsy meters that SE has prohibited) for players to measure themselves against each other, is a real turnoff for people who have become accustomed to the other way of doing things. Basically, FFXIV feels really, really slow and lazy for the first 45 or so levels, and you cannot expect people to just buckle down and fight through it to get to the "good stuff" (especially when I am not convinced that the raid/dungeon experience offered here - emphasis on movement and all - is actually superior to competing products [and, certainly, it's downright lame compared to newer combat such as what you see in Black Desert... though the rest of the BDO experience sucks]).
    (0)

  8. #8
    Player
    Alice_Chrystal's Avatar
    Join Date
    Jan 2018
    Posts
    31
    Character
    Khovan Malqir
    World
    Shiva
    Main Class
    Black Mage Lv 95
    Quote Originally Posted by TeraRamis View Post
    Yes, the lack of a full toolkit is an issue - I frankly think that classes should be largely complete by about level 30 (this is the same pacing WoW uses, and it feels right), with the occasional bump here and there as you progress.

    However, IMO the bigger thing that turns new people off to this game is that FFXIV has its priorities WAY skewed compared to the norm when it comes to GCD vs. positioning. In most normal MMORPGs, the GCD is much faster, in some cases demanding a frenetic level of play in order to master a rotation. By contrast, positioning demands (how many AOEs or ground effects or whatever a boss throws) are greatly reduced. This - coupled with ubiquitous damage meters - allows players to better gauge personal performance based upon the numbers they are generating, rather than some nebulous "I dodged XYZ movement mechanic, so I'm awesome" criteria. More succinctly: players learn to play their classes well, instead of necessarily playing boss mechanics well.

    I'm not trashing FFXIV - I am obviously here, playing the game. But the slow speed of the GCD paired with the almost silly "dance" players have to perform on every single boss (let alone every trash pull), plus almost no way (aside from a few clumsy meters that SE has prohibited) for players to measure themselves against each other, is a real turnoff for people who have become accustomed to the other way of doing things. Basically, FFXIV feels really, really slow and lazy for the first 45 or so levels, and you cannot expect people to just buckle down and fight through it to get to the "good stuff" (especially when I am not convinced that the raid/dungeon experience offered here - emphasis on movement and all - is actually superior to competing products [and, certainly, it's downright lame compared to newer combat such as what you see in Black Desert... though the rest of the BDO experience sucks]).
    I think level 30 would be bit to early :3 My suggestion would be the absolut core until 30...for people to get used to...everything! For some ff14 is their first mmo And from 30- 50 adding the meat of the job And after that...subtleties like mastery traits
    (1)

  9. #9
    Player
    HyoMinPark's Avatar
    Join Date
    Feb 2016
    Location
    Lavender Beds, Ward 13, Plot 41
    Posts
    7,339
    Character
    Hyomin Park
    World
    Cactuar
    Main Class
    Sage Lv 100
    I personally think level 30 is way too soon to throw everything at new players. Especially since FFXIV deals heavily with the class system still for the first 30 levels. In addition to it making no sense in terms of the lore (imagine an ARC pulling a bow randomly to use a BRD skill before they ever evolve into a BRD), it would also overwhelm baby players. FFXIV very heavily caters to people that aren’t as experience in MMOs. I know I was overwhelmed when I was new back in HW, as someone who had never played MMOs before. Having an entire toolkit thrown at me in the first 30 levels would have been nerve-racking lol.

    I think level 50 is the bare minimum for your basic kit. Everything after that should build upon it in terms of either upgrades/masteries, or new capstone skills that feel rewarding to get at the end of a current expansion or level cap.

    Quote Originally Posted by Alice_Chrystal View Post
    I guess one of the reasons aside that it might overwhelm new folks is that it might be too strong I get that point since Dancer is very strong at lower levels (even though we are completly in the hands of rng). Maybe they could put flourish on a higher cooldown at level 52 for example and shorten it with a passive at 60, 62. Something like that Or with close position...adding it early but not with the 5 % buff at the start but maybe 2% and upgrading it later.

    These are just examples though not numbers I actually suggest
    The strength aspect could easily be mitigated by mastery traits. At higher levels, you could gain mastery traits that boost your damage output. This actually used to be the case with the other jobs—they would get things like Dexterity Mastery for the physical ranged that would boost their base level of damage output.
    (1)
    Sage | Astrologian | Dancer

    마지막 날 널 찾아가면
    마지막 밤 기억하길

    Hyomin Park#0055

  10. #10
    Player
    Alice_Chrystal's Avatar
    Join Date
    Jan 2018
    Posts
    31
    Character
    Khovan Malqir
    World
    Shiva
    Main Class
    Black Mage Lv 95
    Quote Originally Posted by HyoMinPark View Post
    I personally think level 30 is way too soon to throw everything at new players. Especially since FFXIV deals heavily with the class system still for the first 30 levels. In addition to it making no sense in terms of the lore (imagine an ARC pulling a bow randomly to use a BRD skill before they ever evolve into a BRD), it would also overwhelm baby players. FFXIV very heavily caters to people that aren’t as experience in MMOs. I know I was overwhelmed when I was new back in HW, as someone who had never played MMOs before. Having an entire toolkit thrown at me in the first 30 levels would have been nerve-racking lol.

    I think level 50 is the bare minimum for your basic kit. Everything after that should build upon it in terms of either upgrades/masteries, or new capstone skills that feel rewarding to get at the end of a current expansion or level cap.



    The strength aspect could easily be mitigated by mastery traits. At higher levels, you could gain mastery traits that boost your damage output. This actually used to be the case with the other jobs—they would get things like Dexterity Mastery for the physical ranged that would boost their base level of damage output.
    Ah, they are called mastery traits >.< Yeah I meant them! That could also prevent high level players from facerolling through the content when they have their full toolkit. Old players would have the kit they are used to and new players would have the oppurtunity to learn it without it beeing too powerful. The strengh would be the leveling progress in the higher level regions instead of skills you have early on. I would like that idea
    (0)

Page 3 of 6 FirstFirst 1 2 3 4 5 ... LastLast