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  1. #1
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    13,073
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by TeraRamis View Post
    Having said that, I do miss the feeling of just overpowering content at the end of an expansion because you've evolved into such a terrifying beast.
    The problem there is the backlash with each new expansion. It takes only some 3 levels to lose any carried-over advantage and your secondary stat effects to plummet.

    If there was some way to tangibly experience power beyond just Crit rates (less impactful now that no procs depend on them) and Attack Speed, it'd be more manageable, but it kinda sucks to get an extra 3% Attack Speed trait, for instance, to nonetheless have some 9% longer of a GCD, just due to how much your Skill Speed has devalued. Therein, the higher the peaks (or lower the comparative floor), the further the fall.

    Quote Originally Posted by Vyrerus View Post
    2) Over time people have forgotten the actual reason for the elevation change to Twintania's arena. It wasn't that elevation changes allowed for, "Divebomb Cheese." It was that the slope leading into the arena had a staggeringly strange affect on enmity and line of sight.
    The enmity seemed fine, as did LoS. The main issue was flame (patch) cheese. The flame patches, despite the animation, were only at the elevation of their centers, thus allowing people to avoid the initial damage and stand seemingly in the fire without suffering periodic damage, so long as there was enough elevation change between their feet and the flame patches' center. I and my group's other Bard would regularly take no damage from it.

    4) My only beef with Direct Hit is that it's basically Crit Junior. It's basically what the Crit stat was originally in this game back in 2.0 before HW added the stacking crit damage.
    Same... Even Accuracy was more interesting, though more annoying. That said, they probably do need to rescale or rework Crit, regardless, since it quadratically scales and its value rises with party crit buffs, which then makes it rather compositionally-dependent even if it were somehow perfectly balanced.
    (2)
    Last edited by Shurrikhan; 08-04-2021 at 09:56 PM. Reason: typo; "at" -> "and"

  2. #2
    Player
    VelKallor's Avatar
    Join Date
    Jan 2021
    Location
    Limsa Lominsa
    Posts
    2,590
    Character
    Vel Kallor
    World
    Kujata
    Main Class
    Red Mage Lv 100
    leaving very little to do for months on end
    Um....What?

    FF 14 isnt raid or die and there is PLENTY to do outside raiding. I literally dont see HOW you came to that conclusion. im at endgame, I have all at 80, done all msq and I have plenty to do each and every day. There are also seasonal events, make it Rain, crossover events coming as well.....

    We lack that carrot on a stick to keep playing end-game.
    OP...just to let you know, the crafters in endgame built an entire city..so again, I dont see this "we have nothing to do". I also have a sneaking suspicion that we will be doing another Restoration down the line. The area is still open, the Kupo of Fortune is still there so..yeah...little to do?

    Um...no.
    (10)
    Last edited by VelKallor; 08-04-2021 at 06:58 PM.

  3. #3
    Player
    Izar_Chillen's Avatar
    Join Date
    Nov 2019
    Posts
    427
    Character
    Jhuno Whatt
    World
    Spriggan
    Main Class
    Scholar Lv 90
    Whilst I dont personally raid end game , as boss platforms dont appeal to me at all , I totally understand why many love it . Its quick to get to the meat of the action , there is no fluff and the boss attack patterns /mechs are crazy chaotic especially when you're unfamiliar with the encounter.

    I am personally fine as a dungeon crawler , and alliance " raider" as I love the grandiose scaling . I really wish they could dedicate more SE staff to both new alliance raids and their accompanying story, as well as more boss platforms for those players.

    One thing that woudl probably get me into the end game stuff is if the platforms allowed for me movement ( as in larger ) I get far too bamboozled by the chaos that is boss platforms , but thats just me and my clumsy brain so I would never petition/demand for changes to boss platform/trail style raiding just to cater to me . Im not that selfish.

    Im glad both raid styles exists within ff14 , I just wish there were more development staff to make more of them.
    (1)

  4. #4
    Player
    Genbe197's Avatar
    Join Date
    Jun 2017
    Posts
    126
    Character
    Beatrix Steinner
    World
    Ultros
    Main Class
    Red Mage Lv 91
    1. Plenty of monsters take priority in dungeons, many require interrupts and dodging, are you asking for more 1 hit KO skills? Just because a pull is wall to wall doesn't mean me as the tank is not focusing and stunning/silencing stuff. Also Branching dungeons have never really been a thing? Even Haukke manor they are just rooms on the main path.
    2. God no plz, the trash and 10min run times between bosses is why I never raid in WoW\
    3. No thank you, if you want extra challenging you can do at min ilvl and do Ultimate fights. This just seems pointless.
    4. This is very WoW mentality and part of the reason its community is running away, simplistic gearing is nice, it lets them focus on encounters not worrying if BLM A has "BIS LEET GEARZOR" having gearing disparities breeds toxicity.
    (6)

  5. #5
    Player
    Yagrush's Avatar
    Join Date
    Oct 2013
    Posts
    175
    Character
    Yagrush Dire
    World
    Behemoth
    Main Class
    Marauder Lv 80
    I think there's something about #4 that I feel many people miss the most important point about it. While I get the people that talk against it because of the issues that widely different and unique stats on gear and set bonuses can create, I think the essence of it is something useful that could be extracted.

    Itemization that impacts gameplay meaningfully

    I think XIV has always lacked a bit in this department. Yes, accuracy was a thing. Yes, skill speed is a thing. But I feel that the way skill speed impacted rotation is not the kind of impact that I would be looking for. It's far too small and not
    obvious enough how much impact is doing.

    I'm talking about stats that will actually impact gameplay. Change which buttons you click. Change your rotation. Etc.

    I think a happy medium between keeping the simplicity of itemization right now and the spice of WoW itemization could be something like the Mastery stat. I feel it would be worth exploring. It's technically only 1 new stat to be added to gear across the board, but obviously the impact it would have on each job would be completely different and, ideally, interesting. It could be increasing how much their gauge is increased by weaponskills (I.E Gauge numbers increased by WSs, for jobs like Warrior, Dark Knight. A very simple example).

    It's something I miss from XI too. Gear with stuff like <Job Ability> + 1 was so cool.

    So yeah. A single stat that impacted job specific gameplay for a job would be awesome.
    (2)
    Last edited by Yagrush; 08-05-2021 at 12:34 AM.

  6. #6
    Player
    Almagnus1's Avatar
    Join Date
    Mar 2015
    Location
    Ul'Dah
    Posts
    941
    Character
    Maley Oakensage
    World
    Behemoth
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Yagrush View Post
    I think XIV has always lacked a bit in this department. Yes, accuracy was a thing. Yes, skill speed is a thing. But I feel that the way skill speed impacted rotation is not the kind of impact that I would be looking for. It's far too small and not obvious enough how much impact is doing.
    As one of the few WHMs that have a Sindri Lux with Direct Hit/Piety on it (because DH was once accuracy), I'd rather not have to return to stacking a skill that's not natively on my gear just so I can hit the broad side of a barn. The problem with set gear in FFXIV is that we're basically fighting against the armory chest, and too much class specific gear is not a good thing, the primary weapon chest shows that to be an issue.
    (0)

  7. #7
    Player
    DPZ2's Avatar
    Join Date
    Feb 2015
    Posts
    2,700
    Character
    Dal S'ta
    World
    Gilgamesh
    Main Class
    Bard Lv 100
    Quote Originally Posted by Yagrush View Post
    So yeah. A single stat that impacted job specific gameplay for a job would be awesome.
    Strength. Tenacity. Dexterity. Intelligence. Mind.

    These are already built into the game and are 'job specific'. Gear for a particular job swims in these stats. The stats change depending on which job you're currently playing.

    TL;DR The game already has what you're requesting.
    (10)

  8. 08-05-2021 03:00 AM

  9. #9
    Player
    Yagrush's Avatar
    Join Date
    Oct 2013
    Posts
    175
    Character
    Yagrush Dire
    World
    Behemoth
    Main Class
    Marauder Lv 80
    Quote Originally Posted by DPZ2 View Post
    Strength. Tenacity. Dexterity. Intelligence. Mind.

    These are already built into the game and are 'job specific'. Gear for a particular job swims in these stats. The stats change depending on which job you're currently playing.

    TL;DR The game already has what you're requesting.
    They change numbers, not gameplay. Making my fell cleave do 10k instead of 1k doesn't change the gameplay. So no, the game doesn't have it.

    I already talked about skill speed/spell speed. Making the rotation line up slightly by a few decimals of seconds that is barely noticeable doesn't fit what I'm talking about.
    (2)

  10. #10
    Player
    Valkyrie_Lenneth's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    8,037
    Character
    Lynne Asteria
    World
    Jenova
    Main Class
    Viper Lv 100
    Quote Originally Posted by Yagrush View Post
    They change numbers, not gameplay. Making my fell cleave do 10k instead of 1k doesn't change the gameplay. So no, the game doesn't have it.

    I already talked about skill speed/spell speed. Making the rotation line up slightly by a few decimals of seconds that is barely noticeable doesn't fit what I'm talking about.
    Change job. That changes the gameplay entirely, and you don't even need to make a new character!


    And we get slight gameplay changes every expansion. Having to relearn jobs twice or more per expansion depending on gear would be dumb.
    (14)

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