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  1. #11
    Player
    Lucky_CJ's Avatar
    Join Date
    Sep 2021
    Location
    Gridania
    Posts
    10
    Character
    Chance Lucky
    World
    Diabolos
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Kes13a View Post
    nice that you think that a healer telling a tank that they might not be playing optimally would be welcomed... in any game.
    I certainly wish it would. Criticism is just really hard to take it seems.

    I haven't really played any other MMOs myself, but simply from the way the American communities handle themselves, I wish that there was something the game could about it without having to step in myself.
    (6)

  2. #12
    Player
    Liam_Harper's Avatar
    Join Date
    Feb 2018
    Posts
    3,470
    Character
    Liam Harper
    World
    Zodiark
    Main Class
    White Mage Lv 90
    Hard disagree on some of that. What you're describing are symptoms of flaws in the game design, not the actual flaws and also from the point of view of dungeons which are absolutely irrelevant content only designed as a theme park ride to view the story through.

    -Tanks are not too sturdy, they're actually not sturdy enough. In any content that matters, the tank isn't going to last that long without a healer. Dungeon bosses do not matter, they hit like wet noodles. This is sealed by the fact that many raid mechanics are designed to simply kill you if too many people are dead or you don't have a partner to soak or you can't swap and so on. The sturdiness that tanks do have, they don't really have to work for.
    This creates a role that has little impact on the run, a low skill ceiling and no real reward for playing exceptionally well. As long as you do the basics, cd for busters and do your watered down blue melee dps rotation, you're good.

    -Healers issue is group composition isn't flexible and mechanics are so often scripted single big hits that mitigation has a huge impact. It's always 1 healer per 4 players. If you map your mitigation perfectly, gear up with BiS, plan your healing oGCD's, it's still 1 healer per 4 players, which is now completely overkill. They've designed themselves into a corner, because they have to make it possible for a min-ilv semi-inexperienced group to be able to heal through during prog. But due to scripting and rigid party composition, this is naturally going to result in more and more downtime the better the group is.
    Sure, we do need more incoming damage to heal, but it would never fix downtime which is why 1 button dps is an abomination and healers have been begging them to embrace healer dps instead and add a little engagement to it.

    Healers issue is not tanks. Self sufficiency is great and allows you to add more damage to encounters because players have the tools for it. I love self-sufficient tanks and even a little on dps, there can still be plenty to heal in a well designed encounter. Sadly the devs are afraid to place any responsibility on tanks or dps beyond "hold agro" or "make big numbers". Then, since healers have a sole responsibility, they're afraid to set that bar too high and make it too easy.

    -I do fully agree on mobility tax being outdated and excessive and that support dps could do with more support tools. Again, more support tools means they can make encounters a bit harder because the tools exist to handle it. But again, sadly I don't expect the devs to ever require dps to use their utility.
    (5)

  3. #13
    Player
    Kes13a's Avatar
    Join Date
    May 2020
    Location
    Gridania
    Posts
    2,842
    Character
    Etherea Stormaire
    World
    Zalera
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Lucky_CJ View Post
    I certainly wish it would. Criticism is just really hard to take it seems.

    I haven't really played any other MMOs myself, but simply from the way the American communities handle themselves, I wish that there was something the game could about it without having to step in myself.
    problem with the game doing it is... what criteria does it judge by? anything like that would need to be coded in, and doing so, would then cause complaints about being told how to play. Those complaints in this case, would be fully justified.

    even helpful tips are often considered useless, there are a couple dungeons where I have recommended the tank take it a bit easier with pulls simply because if they are new, and dont have a firm handle on mitigation, it can get dicey for keeping them up if they are determined to stand in everything. generally in that case usually its an incoming wipe because they will pull everything, stand in everything and lose health faster than I can replace it. you WOULD think maybe that would teach something, but, it never seems to lol.

    I dont have a solution for that aside from accepting that people are people and moving on.
    (1)

  4. #14
    Player
    Lucky_CJ's Avatar
    Join Date
    Sep 2021
    Location
    Gridania
    Posts
    10
    Character
    Chance Lucky
    World
    Diabolos
    Main Class
    White Mage Lv 90
    Nor do I.
    I guess I just needed to vent
    (0)

  5. #15
    Player
    StriderShinryu's Avatar
    Join Date
    Sep 2015
    Location
    Coeurl
    Posts
    1,298
    Character
    Alexalea Snowsong
    World
    Coeurl
    Main Class
    Red Mage Lv 90
    One thing to keep in mind for topics like this (and we've seen this topic so many times already) is that alongside this we also have topics complaining that tanks don't know what they're doing, healers don't know how to heal and/or dps, DPS players don't know their rotations/how to AoE/etc.

    So on one hand the game is too simple and easy and boring to play, but on the other hand the vast majority of the player base doesn't know what they're doing. If the game, according to some people, is already just too damn hard for the casuals to understand and you go and make it even harder, how are you planning to square that off?
    (9)

  6. #16
    Player
    Poporito_Popoto's Avatar
    Join Date
    Aug 2020
    Posts
    420
    Character
    Calamity J'aina
    World
    Rafflesia
    Main Class
    Scholar Lv 100
    Quote Originally Posted by StriderShinryu View Post
    One thing to keep in mind for topics like this (and we've seen this topic so many times already) is that alongside this we also have topics complaining that tanks don't know what they're doing, healers don't know how to heal and/or dps, DPS players don't know their rotations/how to AoE/etc.

    So on one hand the game is too simple and easy and boring to play, but on the other hand the vast majority of the player base doesn't know what they're doing. If the game, according to some people, is already just too damn hard for the casuals to understand and you go and make it even harder, how are you planning to square that off?
    They don't. They only think about themselves.
    (1)

  7. #17
    Player
    Mikey_R's Avatar
    Join Date
    Apr 2014
    Posts
    1,549
    Character
    Mike Aettir
    World
    Cerberus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Lucky_CJ View Post
    I've heard about old aggro management, and I think it would lead to an interesting amount of depth that the game feels lacking in with the normal dungeon content.
    But what depth can you effectively add to an enmity system? You either have hate, or you don't. The discussion on enmity has been talked about alot, especially once ShB released. I do not know how much you know about the old tank system, but to break it down.

    All tanks had a tank stance, this reduced damage incoming and outgoing and increased enmity, they also had a DPS stance, which is just more damage and lacked the tank stance effects. They all also had a combo that done less damage than the other combos, however, each one had increased enmity generation.

    Now, a tank in Tank Stance, just doing the DPS rotation (no enmity combos) could easily keep hate on any DPS (as long as they were appropriately geared), however, turn on DPS stance, and it is a different ball game. A tank could keep enmity without outside help if they were either overgeared compared to the DPS or they used the enmity combo. This should give you an idea how enmity generation was balanced.

    However, with SB, all DPS gained Diversion/Lucid Dreaming, which either cut enmity generation in half or halved current enmity respectively. With the DPS/Healers now being able to reduce their enmity, tanks could now be in DPS stance and do their full DPS rotation, as long as the other members of the party co-operated. Obviously, in normal content, good luck with that.

    This then creates a weird synergy. Using Paladin as an example, their MP management was so tight in SB that missing just 1 DPS combo would put them short on MP enough that they wouldn't get enough MP to use Holy Spirit 5 times in Requiescat. Similar things could be said about the other tanks, Warriors losing out on Beast Gauge and Dark Knight losing out on Blood and MP. So you have the situation that tanks do not want to be in tank stance (who wants to lose 20% of their damage for effectively no reason) and use their DPS combos and DPS who are potentially too lazy to dump enmity. This meant tanks could effectively be punished based on the DPS that they got, were they good, were they bad? Who knows. Even if the yare good, some DPS, like Monk, could easily rip aggro from a tank, despite using Diversion, reason being, Diversion was a 2 minute cooldown and Monk's burst was 90 seconds. This meant Diversion would only line up with the burst at the 6 minute mark again, by that point Monk is already acting as a tank.

    Now, I know what you are thinking, why not just add in the extra benefits of the DPS combos to the enmity combos to prevent the lack of resources and to that I say, what is the point of having 2 combos that are basically the same and people will still aim for the highest DPS combo anyway. It might help keep tanks rotations flowing better, but it is verging more towards button bloat which could be used for other things.

    We can then go onto how to balance it. Assume all members in a dungeon are of equal gear and equal skill. Now, since enmity is based on damage, do you balance it around the strong Black Mage, or the weaker Bard. Though, on the topic of Bard, it had insane burst damage right at the start of a fight, do you balance around that instead? With that out of the way, do you balance around Diversion or not? If you allow a tank to hold enmity in DPS stance without Diversion, then you essentially have no issues with enmity, you can out enmity the burst from the highest burst DPS, so you will have no issues throughout the fight. Balance around Diversion, then you need to have the tank in tank stance. So the tank is being punished because the DPS is being lazy. Balance it around being in tank stance, then you will have tanks complain that they have to stay in tank stance and gimp their damage for no reason (people will still get an enmity lead, then switch to DPS stance).

    That is just the decisions for equally geared party members. What would happen if your tank is overgeared and your DPS are lesser geared, you can suddenly use your DPS stance for the whole thing, reverse it and the tank has to stay in tank stance just so the dps doesn't rip enmity.

    So, if you end up with 2 combos that basically do the same thing, reduce it down to 1 combo that does everything you need. Then, to help players, just increase the enmity of everything. People also hate the damage reduction and everyone is trying to stay in DPS stance anyway, so lets take that away. What you have left is essentially how the game is now, just the damage mitigation is built into every tank as a trait and the tank stances just increase enmity so you can toggle it on and off. I suspect a similar thought process was used to get to the decision of the ShB changes. Enmity is just a messy thing to work with, especially when you take everything into account.
    (8)

  8. #18
    Player

    Join Date
    Jul 2015
    Location
    pigzig pigzig pigzig pigzig pigzig pigzig pigzig land
    Posts
    540
    basically this is a game too easy post
    (0)

  9. #19
    Player
    Mezzoforte's Avatar
    Join Date
    Jan 2014
    Posts
    137
    Character
    Shuma Gorath
    World
    Malboro
    Main Class
    Samurai Lv 75
    Quote Originally Posted by Shironeko_Narunyan View Post
    The combat system in this game is flawed... Thanks for coming to my TED Talk.
    A lot of these issues are non-issues because the game is specifically and intentionally designed to be exactly this way. The game is made for people who can't hold aggro, who can't properly heal, or cant do good damage. They focus exclusively on "accessibility" and will never change this. Yoshi has said this many times that the core focus of the game is exactly that. Some of these issues aren't a problem at higher areas of play, do some savages, do some ultimates, and such. They become less of a problem and little enough of an issue you can overlook it. However, all the other content that is made specifically to be super easy and super casual with almost no thought is always going to be that way. This is a super easy and super casual oriented game made for the "average person." If constantly having a challenge and having to burn calories using your brain is something you desire, this is not the game.
    (1)

  10. #20
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,701
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Lucky_CJ View Post
    I've heard about old aggro management, and I think it would lead to an interesting amount of depth that the game feels lacking in with the normal dungeon content. I don't know how it would be implemented, but I don't like that I was able to begin leveling Gladiator into PLD, and the only 2 things I needed to do to succeed with regular commendations was put on tank stance, hold W and mash my 1 or 2 AOE buttons. (Don't worry, I know that mitigation is a thing, that is a different subject and subnote.) I feel as though I could have very easily went through ALL of the dungeons I ran to level my PLD to 80 without giving a care to the enemies I had following behind me, as long as I was hitting my AOE, I had no worry that anyone in the party was going to die by getting slapped to death unless I did first.
    Even though tanking normal content is easy, there is a such thing as a good tank. Does your tank pull big? Do they go fast or slow? Can they survive even when the healing isn't good? Do they stun and interrupt trash? Do they use their abilities well, both for damage and to prevent someone from dying who is about to die (TBN, Nascent Flash, Cover, Reprisal)?

    There is depth, that depth just isn't required, but feels good and looks good when you do it. I do really mean it when something like reprisal can save a wipe, because when everyone is not topped off and they survived with a few % of health you know it changed everything.

    Shadowbringers dungeons added some depth by giving certain trash a powerful interruptable cast, so you have to pick them out of the dozens you pulled and interrupt it. Most tanks don't so it's a bigger burden on the healer, but it's something that you can do.

    I think having to actively make the trash in dungeons pick me out as the main target over my party would make it more interesting. How anything like that would be accomplished within the current system is beyond me though. I can't think of anything within the current design to make aggro more interesting for tanks. If the tank stance aggro was lowered, and dps were given a mini-shirk button, I feel it might be at the least a more engaging minigame than we have right now, but in its current state it feels impossible to lose. The only thing I can think of as to why there is absolutely no more depth to it than that, is because aggro isn't a feature the design team is worried about messing with.
    That's how it used to work (at least, aggro was more of a challenge if you were using your DPS stance so the DPS shirked you). The problem is that because dungeons are for casual players doing the story and nothing else, they have to work for people who are not interested in challenging content. The dungeons cannot be too difficult for them to clear, for that there is optional content like extreme, savage and ultimate.
    (1)

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