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  1. #1
    Player
    Bhearil's Avatar
    Join Date
    Mar 2015
    Location
    Ul'dah
    Posts
    425
    Character
    Tuya Bayaqud
    World
    Balmung
    Main Class
    Bard Lv 52
    People have issues with jobs become more and more "slam you head against the keyboard and perform decently". Might be useful for people with very heavy motor issues, but the rest will get bored to death.

    One thing is to lower the skill floor or simply fix the convoluted mess some jobs have as rotation so players dont get overwhelmed at the start and another to make it so braindead that you can still play at a decent level with one hand while watching netflix on the other screen and eating with the other. Plus the skill celing was lowered as hell and the skill expression has been severily reduced. People like their efforts to be rewarded and being noticeable if you play a job to a high level compared to the average player.

    Not mentioning jobs becoming too similar between each other almost becoming skins instead of jobs (for now affects healers and tanks mostly, fingers crossed that they fix it for Endwalker)
    (5)
    Last edited by Bhearil; 06-03-2021 at 08:18 PM.

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,874
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Bhearil View Post
    People have issues with jobs become more and more "slam you head against the keyboard and perform decently". Might be useful for people with very heavy motor issues, but the rest will get bored to death

    Not mentioning jobs becoming too similar between each other almost becoming skins instead of jobs
    Tbf, if accessibility were built more around motor issues, we'd get less button-bloat that amount to non-decisions (see DRG combos) and a more cohesive kit that requires less hand-splaying across 28+ keys to reach even mediocre depth.

    XIV's accessibility, in that vein/degree, has been increasingly built towards less physical impairments, and sadly only from the top down (relative difficulty decreases and trimmed mechanics) rather than from the bottom up (in-game learning systems, including even just a reasonable difficult curve in place of our current short plateau of ill-defined edges).
    (1)

  3. #3
    Player
    Bhearil's Avatar
    Join Date
    Mar 2015
    Location
    Ul'dah
    Posts
    425
    Character
    Tuya Bayaqud
    World
    Balmung
    Main Class
    Bard Lv 52
    Quote Originally Posted by Shurrikhan View Post
    Tbf, if accessibility were built more around motor issues, we'd get less button-bloat that amount to non-decisions (see DRG combos) and a more cohesive kit that requires less hand-splaying across 28+ keys to reach even mediocre depth.

    XIV's accessibility, in that vein/degree, has been increasingly built towards less physical impairments, and sadly only from the top down (relative difficulty decreases and trimmed mechanics) rather than from the bottom up (in-game learning systems, including even just a reasonable difficult curve in place of our current short plateau of ill-defined edges).
    Blame on that the obsession that Yoshi-P has that pressing a combo in the correct order adds "depth" and shows "skill"

    Is kinda blatant on characters that literally have one combo yet they have free bloat for that nonsense like RDM melee combo or DRK, or most if not all of Aoe combos.

    In any case we have reached the point where you can spam a single targer/aoe combo while ignoring the rest of your kit and still perform at a decent level as long as you press the glowing keys
    (0)

  4. #4
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,874
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Bhearil View Post
    Blame on that the obsession that Yoshi-P has that pressing a combo in the correct order adds "depth" and shows "skill"
    And yet he'd never force that trash on his own job...

    Though, admittedly, he did let BLM be saddled with Xenoglossy in a game where you'd pretty much never take focus damage on a single target over at least 56% greater total damage; until such time as focus damage is actually a meaningful and pervasive mechanic over total, that's just bloat in that the capacity and flair/flavor could have as easily been done by a trait to change Flare's damage and appearance when no other enemies are in range. (Despair, at a mere ~10% damage loss at 2 targets relative to Flare is at least the most understandable of the lot, but still begs the question of why XIV bothers with AoE/ST choice distinction if their content so rarely ever makes it pertinent.)

    To be fair, I'd rather the focus damage be made pertinent than lose the choices, but as it stands any difficulty of that sort seems completely out of vision for (or, the design philosophy of) 99+% of XIV's combat.
    (0)

  5. #5
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,874
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Big-Isaac View Post
    I feel like an overarching problem with the game's job design is that most of them run on rotations rather than a priority system. As in the sequence of buttons you press is largely set in stone, and any deviation from the optimal sequence will cause you to lose DPS.
    That's why jobs can start to feel boring - not because they lack interesting mechanics, but because the way you have to interact with said mechanics is so static.

    IMO the game needs more procs across the board. Not every job has to be as RNG-heavy as Dancer, say, but having a degree of unpredictability in your job's kit can help your brain stay engaged a lot more than just rattling off a strict minute-long rotation.
    Even systemically predictable job/class playflow can still have far more depth than we have. XIV's, after all, isn't only predictable, but all too often linear and invariably shallow, and with incredibly little external variance with which to interact (except, perhaps, in healing a sh*tshow).

    With no strategic choices to be made, procs can only force peripheral response to incredibly basic cues; one can be fully zoned out and still manage them just fine. In such a system, no amount of procs will actually generate meaningful decision-making; it just takes you further out of future moments and sense of aligning with CDs, etc., in favor of keeping your status bar or scrolling combat text's buff feed always in view, arguably a loss for what few jobs do have pertinent banking elements, like Samurai's Iaijutsu or DRG's Stardiver. For the unknown to actually create meaningful interaction, there needs to be some sense of stakes or claim, of momentum/synergy and gamble -- an expectation of what's to come, a plan to best meet it, and its hedges for alternate outcomes or a deliberate all-in lack thereof -- that precedes the unknown.

    There have to be not only allowance but also payoff for approaching a fight in different ways that would capitalize upon different circumstances, be they internal (such as in procs) or external (a boss using a random skill or randomly starting into one of multiple possible phases).
    (1)
    Last edited by Shurrikhan; 06-07-2021 at 02:15 AM.