Damn. There's no essence to increase enmity generation then I take it. I've only really used the tank ones though I know there's essences that essentially give DPS/healers the same HP and defence as a tank, but that obviously doesn't mean you can tank without the mitigation skills for tank busters and some way of holding aggro.
1) Apply scaling to CLL, such that it can be completed with less people. The intent would not be to make it easier, just achievable at different size groups with the assumption only some people know what they're doing (you could do less if everyone was spot on already). Or alternatively make the rest of the instance slower, noticeably, while CLL is getting set and then return to normal after, if CLL wins make the rest of the instance much higher value (value in terms of reward vs time, just add value to people's time)- then people would do it just to make other things worth more (and not less lol). CLL won instance = good instance.
2) Make a way for Actions to be learn-able. I think a lot of people, myself included, are consumable adverse (I do not like using non-easily, painlessly, obtainable consumables to help myself in battle unless I HAVE to use it to win, I don't purposely lose of course lol). But if you gave a carrot at the end on use you'd see a lot more spell use, which would just increase the quality of everyone (by the fact they're using bigger spells). Heck add an achievement or something to it too (learning X spells). This could be done a large variety of ways, from FFIX to FFVII systems to one special slot you earn or something. Maybe like DnD or darksouls where you can rest at scattered locations to restock.
3) Consider adding a maximum mettle loss to certain content like CLL ("your level bracket is your max loss" yeah I don't mean that lol). And the maximum loss is less than the maximum potential gain. So if you died and died but then won, you made a net gain, if you died and died and died and lost.. it was limited damage for the attempt. Also if there was a skill learn system, or something like that (point 2), then people would have lost less as they may have made progress to learning a skill at least (or have already learned it and didn't lose that). Yes I'm aware you can buy them from the market, no I don't feel that makes it fun to use- like I said I just don't like using consumables. In WoW there were some easy to make potions in the wild, I made and used those, there were bottomless potions.. I loved those, then there were hard to make consumable potions.. I didn't touch those except maybe to sell because I hated the gameplay feel of it. Loss, imo, isn't that fun of a concept. I get some mid to hardcore raiders are totally fine with it cause they use the potions and food, but I'm just sharing perspective of someone who at this point in their life just likes to take it smooth and not make every step hurt (unless I'm playing a game for THAT purpose, like a Souls-like game, but even then they've some nice mechanics to smooth things out, herbs are pretty cheap, potions restock themselves- I don't play FFXIV for that experience, smooth doesn't mean it has to be brain dead easy but as in each step I make shouldn't feel wasteful). Naturally might say the content isn't directed at that sort of player but I don't think CLL is terribly hard, especially if more people used their skills, and I strongly believe that Relic content design should be focused to those casual players (as the mid-hardcore already have savage and ultimate weapons, they don't, imo, need another weapon when casual could get great gain from such a concept). Alternative thought to that- Mixing 2) and 3) may consider any actions lost in a CLL are refunded at the end, that could have it's own problems of course (and personally still want to lean towards learning, because I just mentally as a person, do not like using consumables that are not aggressively easy to restock- I even have a silly amount of gil, I still don't want to bother buying them like that, maybe if it was from an NPC and cheap or something, but just sharing a personal preferred play style and I've seen others voice this opinion and from my experience watching people play in general I think it's pretty common in the groups I play with, although, some of that is probably because some people don't even use their normal abilities lol..... but hey if you added a learn progression system and an achievement even behind it I think people would go out of their way to use them).
Doesn't seem like a particularly hard content but I think some of the rough edges are a big turn off to certain audiences (stop making consumable spells, at least let me learn them or put one into a special slot to keep ! lol), compounded by that there isn't too much value in running CLL but a decent amount of loss (time, mettle, actions), given that Relic is behind all of this I think it would be wise to try and avoid making things too easy (gameplay wise) but still shave off some sharp edges.
Last edited by Shougun; 02-10-2021 at 03:13 AM.
Thank you for all the ideas so far. I think fairness dictates I do mine :-)
1) Remove mettle loss completely - I have seen (and been in) games where death punishes your level/rating. Result = players simply stopped doing the content.
2) Improve the drop rate of the latest 5.45 memories inside Bozja
3) Have the latest 5.45 memories drop from zone fates similar to the previous ones. The zones would naturally be a higher level and would bring back some life into these player deserts.
4) Remove rng. This is not a free to play Korean grinder, but this latest content feels like it is. This game should be a run content x number of times = get reward (i.e. mount).
5) The last one is a bit open and relates to Bozja as a whole. = There is something wrong with the instance, it doesn't feel in any way encouraging to players. Maybe it's the absence of a boss or two that spawns where everyone gets together and has a go, along with the wonderful chat that large groups have.
Remove Mettle loss and add it to the Duty Finder. This really is not that hard of a problem to solve. They just have some FF11 devs working on this content who do not remotely understand the playerbase of FF14.
Technically tanking as dps should be possible. You have Lost Incense, instant with a short cd for enmity. Then you add Deep Platebearer, Protect and Stoneskin. Keep in mind Incense is also reducing damage by 20% for 20 sec and can be maintained with full uptime. You can add to this further with Lost Font of Power which reduces damage by a hefty 50% (unless any tankbusters are magical?). 2 dps could tank swap between each other to always have Lost Font available since it's a 2 min cd.
Sadly, that's just too much effort and coordination for many dps to even consider, so most groups simply leave.
Incense should probably be an aura or last at least a minute or two per cast and Stoneskin instant cast.
Castrum rewards should be 50k mettle,Increased drop rate of Augments(doesn't have to be a huge increase just something like older primal mounts),Tome/Exp reward at the end just like any CE/Fate
There needs to be mettle rewards from clearing both Castrum and Delubrum Reginae.
The queue for the latter also really needs to try to enforce a standard role set-up, because while lost actions can cover for missing roles, the average player in Delubrum can't be bothered to even bring/use an essence for free DPS/survivability and I regularly see people just opting to leave the instant they see that their party is devoid of tanks and/or healers. The tanking actions also do not provide nearly as much mitigation as standard tanks have access to, with the persistent 20% from Incense being the only thing that's practical to use and not sufficient to avoid getting floored by a tankbuster + immediate auto-attack follow-up.
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