As a melee player, they made the game better by removing TP, it served no purpose other than limiting AoE.
Your suggestion for TP really reminds me of Job Gauges (you manage a gauge that give access to stronger skills)
As a melee player, they made the game better by removing TP, it served no purpose other than limiting AoE.
Your suggestion for TP really reminds me of Job Gauges (you manage a gauge that give access to stronger skills)
Okay, you know what, I'll give this one the benefit of the doubt. If this isn't a troll thread and you're being genuine here then I'll hope you respond to me in good faith knowing that I'm being good faith myself. That said, I very fundamentally disagree for a few reasons.
Firstly, you're coming in with the mentality that deletion is effectively always a bad thing whereas addition or expansion is a positive, which makes sense but is very much untrue in game development. Bloat is a real thing and it's quite often better to cull unnecessary features than let them balloon out of control. Everything in game development takes time and, particularly in a connected MMO like this, features can often sit in the way of other features. Take TP, for example, which mostly existed to act as a form of MP for melee AOE - that doesn't work with the ShB idea that every class should have some form of AOE they can always use. They could have reworked TP, perhaps, but it would have become something completely different and so since its original function was no longer necessary it made more sense to remove it.
Secondly, game dev just takes time, and FFXIV in particular is on a very tight, easy to predict schedule. Going back to my first point, every decision in this game regarding content has to be weighed against what they HAVE to do and what they WANT to do. Sure, they could sit down and give each class unique and engaging traits outside of combat, but that's far less important than ensuring every class is balanced and usable in combat because that's the bulk of the content for most players, and the place where balance matters most. Given that they're now focusing on Eureka like areas, expanding the quality of the story in terms of animations and fleshing out the gameplay for crafters and gatherers significantly, something else probably had to give. Whether or not they have the right priorities is... very much up for debate, but it's a tradeoff that has to happen, particularly given we get patches relatively often, all things considered.
You've kind of brushed it off but the reality is that you are ignoring the realities of game development here, which is a pretty bad idea considering they're kind of the only thing that matters. I'm sure the team would love to make more experimental and wild content and keep all those odd ideas they have but... that's not what sells and it's not what their shareholders are going to want. They've got to balance making a functioning, widely appealing MMO with their content schedule and when it comes to that things are going to get deleted.
I actually agree on including lv60+ levequests for DoW/DoM. It's not like designing a dungeon or a boss with complex mechanics. Even if grinding duties is the fastest way to level I get tired of that and would really like the option to do levequests if I feel like it.
Besides I actually enjoyed doing leve parties. One thing I liked about 1.X was levequest 3+ stars difficulty options actually making a difference. I'll always support any addition that adds more to do in the open world instead of instances.
On a side note I wish it was possible to "freeze" a leve when the duty popped. But that's probably way more complicated to change.
They are just making the game more attractive to the lower common player base.
Also If you notice they are slowly removing anything that can be affected by long pings.
I could see Warrior getting 5 Stacks vs time.
Edit
Wait Let bring back the netcode from 1.0!!!
Sorry, change is good. I don't want to have to go to school to have fun in a game.
If they keep adding and adding it gets overwhelming, With a mmo mouse there are already too many things to keep track of at times.
My hubby isn't as good as I am because he forgets about the more then 12 actions he has really available to him regardless if they are on the bar or not.
Last edited by Kewitt; 12-08-2020 at 05:33 AM.
Commendations.
If I play dps I only give it out to other dps.
If I play tank I only give it out to healers.
If I play healer I only give it out to tank.
Only if they should be getting a commendation.
There are always exceptions to the rules!
The paring down of utility class skills and unique class elements that underperform on dps meters arise as a natural consequence of a game running long enough when the objective of the game is to perform well on a spreadsheet against an enrage timer. When a game runs long enough that it needs to balance introduction of new skills against the number of skills players already have, skill cuts are more likely going to line up with the ways people already play a class rather than reinventing the wheel.
I think this game is better than most MMOs at encouraging players to play the game for the game's sake rather than because they just need to get their weekly prize from the RNG-box but I think there's fundamental aspects of the gameplay model - role triangle, level cap being the introduction to the game loop, even aggro table/enrage timer based encounter design arguably - that complicate things and push towards a game where there's fundamentally about 3 good classes and a bunch of classes that do the same thing but worse. Content like eureka (pyros and hydatos), bozja, blue mage to some degree, even ishgard restoration help give the game more to do than selecting flavor of skill rotation to do the same numbers against the same bosses, but I kind of think we're at the point where if we would want classes to really feel different from one another, we'd need different types of content, and different ways to engage with that content, first.
Nobody said you couldn't ask for things or wish for things, it's when you talk like you're a dev and think adding these things would be as easy as asking for them. As someone who studied in game design and animation you couldn't be more wrong. That is what people were going against. Just because you thought of it doesn't mean it's easy to put into practice. Shit, I can think of a movie that's animated like the best with such motion it rivals real life with no mistakes. But WHO BOOOY try animating THAT oh... and I mean 2D animation at that. Yeah, good luck with that.
Point being it's your tone that people in this thread people have a problem with. ( and all your other threads for that matter...)
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