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  1. #1
    Player
    Dracian's Avatar
    Join Date
    Oct 2014
    Posts
    31
    Character
    Dracian Ebonheart
    World
    Cactuar
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Shurrikhan View Post
    That's not remotely the full story, though.

    We have more than enough buttons to have many times more depth than we currently provide. Our bars are simply notoriously inefficient. The single decision to "do single-target GCD damage" on Dragoon, for instance, has seven buttons allotted to it.
    I think we're both saying the same thing, just in different ways. My point was that they expanded DPS rotations so much (in an effort to have "progression" through leveling) that we have unnecessarily long DPS rotations/bloat and they clearly opted to prune out situational-use abilities to compensate for the bloat.

    More variety in dungeon content would likely require tools that most players don't have. If you want to avoid wall-to-wall pulls with AOE, you need to have options for crowd control/stuns that this game currently lacks for the most part.


    Quote Originally Posted by Shurrikhan View Post
    The game is not sentient. So what community or part thereof are we talking about? How did the developers come to know that the majority of players wanted dungeons to be nearly as defined by their time spent sprinting along a hallway as actually fighting? And if not, why is it their decision being sold as such?
    That was a typo on my part. I edited my original post for clarity. I was referring to the development team wanting dungeons to become short, casual pieces of straightforward content, which has been stated by Yoshi-P on more than one occasion.
    (2)

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,884
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Dracian View Post
    That was a typo on my part. I edited my original post for clarity. I was referring to the development team wanting dungeons to become short, casual pieces of straightforward content, which has been stated by Yoshi-P on more than one occasion.
    I see, and I apologize if my rant came off as directed at you, rather than more of a stream of related thoughts alone.

    My point here was merely that such seems an immense disservice, especially in a game that was originally centered on a sort of promise for variety. If every iteration within each type of content feels the same, it matters little whether there are many content types, since we'll ultimately be left feeling like we've only as many actual iterations as we have types of content, just repainted frequently for at least a shallow level of briefly renewed novelty.

    There are several threads here on the official forums, alone, that ask for revitalization and variety in dungeons, specifically (and yet more on Reddit). Similarly, of all the friends who've quit over the years, lack of variety (especially, within content types) has been a reason for departure second only to one's job being gutted.

    The means to allow for more variety at no additional or unique annoyance are all there. Nothing about more dungeon variety would necessitate the reward-per-minute imbalance among dungeons on the scale of Praetorium vs. Castrum Meridanium. Nothing about more dungeon variety would necessitate more minutes spent per week grinding tomes. Nothing about more dungeon variety would necessitate longer queue times. Nothing about more dungeon variety would necessitate greater stress or frustration.

    And yet they would insist on something so counter to their broader mission, something so wasteful? It's, sadly, not quite shocking, but it is at the least painfully depressing.
    (4)
    Last edited by Shurrikhan; 06-23-2021 at 08:45 AM.