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  1. #21
    Player Caurcas's Avatar
    Join Date
    Jan 2020
    Posts
    1,527
    Character
    Caur Kagon
    World
    Siren
    Main Class
    Dark Knight Lv 90
    Dungeons don't matter for role balance as they are just their for fluff content.
    (4)

  2. #22
    Player
    SeverianLyonesse's Avatar
    Join Date
    Aug 2021
    Posts
    735
    Character
    Severian Lyonesse
    World
    Sargatanas
    Main Class
    Gunbreaker Lv 90
    As a tank new to the game I agree with the sentiment in this thread.

    I don't mind that aggro is easy to maintain for trials and other boss fights...it turns them into a different sort of experience for tanks that revolves more around aoe dancing and timing mitigation. I think the change up is great and important for tanks to have varied experiences.

    But dungeons, for all of their aesthetic flair, are so boring. Unless I was substantially undergeared, I never had an issue maintaining aggro. And to me, the whole appeal of tanking dungeons is going out of your way to lure aggro, the constant herding of cats. That simply doesn't exist in the XIV dungeon experience right now.

    While I am sure some portion of the playerbase would complain if dungeons were slowed down by aggro shuffling, and some other portion would quit tanking altogether due to higher stress levels...I would love the game to shift at least some of the content in that direction.
    (1)

  3. #23
    Player
    ToodlesElNoodles's Avatar
    Join Date
    Jun 2021
    Location
    Nagxia
    Posts
    119
    Character
    Hoatu Hotus
    World
    Brynhildr
    Main Class
    Scholar Lv 100
    Maybe high-end duties (Savage, Extremes, Unreal) should be it’s own unique content like PvP and players get to use an endgame hotbar.

    Endgame elitist folks get their cake and casual folks can still eat their’s too.

    Those high-end duties aren’t canonical anyway, so who cares if they have a different kit.
    (0)

  4. #24
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,702
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    High-end duties are far more busy for tanks already. Bosses go from being something you sleep through to requiring mitigation for tank busters, tank swaps, proper boss positioning, lots of tank-specific mechanics, doing mechanics meant for other roles so the other roles can DPS, party mitigation when the content is new. In addition to doing all the mechanics that the entire party has to do. There isn't a need for further aggro management in that content because the game gives us plenty of other things to do.
    (1)

  5. #25
    Player
    Tsukino's Avatar
    Join Date
    Mar 2011
    Posts
    1,142
    Character
    Tsukino Mahou
    World
    Adamantoise
    Main Class
    Pictomancer Lv 100
    I definitely miss the days of old-school MMOs like FFXI where it was impossible for tanks to hold hate on anything if a damage dealer was going all out or a healer was just blindly topping off the HP of anyone who took any damage immediately. It was everyone's job to manage their own hate and keep the enemy on the tank. Not only did this make everyone's job much more engaging without making them hit 50 buttons in some arcane "rotation," but it also made it so that everyone really had to learn what they needed to do to contribute to the group, because not doing so would get either yourself or everyone killed and it was very obvious. There was also way less emphasis on just damage and speed above all else, because there were effective caps on those things being useful instead of detrimental.

    But realistically I know that they'd never be able to make XIV or any game now like that. A tiny amount of people would love that it did something like that, but the other 95% of people who play now because the game is fun and super accessible and easy to get into would all quit and then the game would die without them. There's a reason that none of those old MMOs like EverQuest or Asheron's Call or FFXI had anywhere near the number of subscribers as WoW or FFXIV.
    (1)

  6. #26
    Player
    LioJen's Avatar
    Join Date
    Jan 2014
    Location
    Limsa Lominsa
    Posts
    279
    Character
    Volk Virses
    World
    Ultros
    Main Class
    Gunbreaker Lv 83
    Quote Originally Posted by Tsukino View Post
    There's a reason that none of those old MMOs like EverQuest or Asheron's Call or FFXI had anywhere near the number of subscribers as WoW or FFXIV.
    That might also have a lot to do with the lack of reliable internet connection for most of the world in the early 2000s. Broadband was still new and novel (and expensive), and PC building was still a niche geek pastime so your average Hewlett-Packard prebuilt couldn't handle anything more intense than Solitaire. There are simply much more people into gaming now, with high speed internet and computers/consoles strong enough to run an MMO.
    (4)
    "Which pet do you want, Red Sticks, Chicken Nuggets or Abomination Parrot? None, get out of here with that s***." ~Samuraiking

  7. #27
    Player Lanadra's Avatar
    Join Date
    Jan 2021
    Location
    Somewhere on The Source
    Posts
    666
    Character
    Alessia Adaka
    World
    Moogle
    Main Class
    Red Mage Lv 90
    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?
    People will often only look from their own perspective. Rarely do I see 'all these dungeons are so boring and easy' people acknowledge that it may not be 'boring and easy' for everyone. In fact.. it'll usually be higher end players who then also try to make the point that 'make it all at least twice as hard and punish people for failing' will supposedly make people less bad.. all the while mocking people who do find some things more challenging.

    I would argue that it would make people quit due to not being able to progress.. which SE does not want. All in all there's not much that can or will be done pertaining anything to do with MSQ content, leveling dungeons, MSQ mandated trials. They are kept manageable even by 'bad' players by design because they are primarily the medium through which SE wants us to experience the story. There's a reason we have Extreme, Savage and Ultimates, that is where challenge is the focus, even if one could argue about the difficulty of Extremes as some would.
    (4)

  8. #28
    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 LioJen View Post
    That might also have a lot to do with the lack of reliable internet connection for most of the world in the early 2000s. Broadband was still new and novel (and expensive), and PC building was still a niche geek pastime so your average Hewlett-Packard prebuilt couldn't handle anything more intense than Solitaire. There are simply much more people into gaming now, with high speed internet and computers/consoles strong enough to run an MMO.
    WoW was released in 2004. People were tired of the difficulty of EQ.
    (3)

  9. #29
    Player
    Boizinho's Avatar
    Join Date
    Sep 2021
    Posts
    59
    Character
    Cora Eudestand
    World
    Malboro
    Main Class
    Red Mage Lv 80
    What it all boils down to is that the devs adamantly refuse to let what other players do have a real impact on your experience. We can't have tanks actually taking damage because that means their lives are in the hands of the healer. We can't have support DPS actually supporting because that means the encounter is harder if they just refuse to do it. We can't have Esuna have any purpose whatsoever because the existence of an Esuna-able debuff comes with the existence of a healer, somewhere, that won't dispel it. In Savage, if someone fails a mechanic, either they blow up or the entire party wipes, because recoverable mistakes create a skill gap between bad healers and good ones. So does randomized damage, which is why encounters are designed to be so scripted the healing and tanking portions can pretty much both be done completely blindfolded.

    There is no personal responsibility in this game. They never want to have a situation where failure or success is one person's fault in particular. There can't be any nuance to the combat as long as this philosophy remains. Opportunities for individual players to stand out are purposefully crushed at any opportunity.
    (4)

  10. #30
    Player Lanadra's Avatar
    Join Date
    Jan 2021
    Location
    Somewhere on The Source
    Posts
    666
    Character
    Alessia Adaka
    World
    Moogle
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Boizinho View Post
    What it all boils down to is that the devs adamantly refuse to let what other players do have a real impact on your experience. We can't have tanks actually taking damage because that means their lives are in the hands of the healer. We can't have support DPS actually supporting because that means the encounter is harder if they just refuse to do it. We can't have Esuna have any purpose whatsoever because the existence of an Esuna-able debuff comes with the existence of a healer, somewhere, that won't dispel it. In Savage, if someone fails a mechanic, either they blow up or the entire party wipes, because recoverable mistakes create a skill gap between bad healers and good ones. So does randomized damage, which is why encounters are designed to be so scripted the healing and tanking portions can pretty much both be done completely blindfolded.

    There is no personal responsibility in this game. They never want to have a situation where failure or success is one person's fault in particular. There can't be any nuance to the combat as long as this philosophy remains. Opportunities for individual players to stand out are purposefully crushed at any opportunity.
    Precisely.. and as far as anything not made with challenge as the focus goes.. that is exactly how Yoshi P intends for it to be. The very bottom of the barrel is who must still be able to clear anything required by the story. There's plenty of people on this very forum who absolutely hate it, either because it means they may run into someone in the DF that doesn't meet their standards, or because anything not Savage or Ultimate is just boring to them.

    Additionally.. as plenty of us will know, Yoshi P is also on record stating that yes.. he does in fact expect better players to pick up the slack for worse ones. What we more commonly call 'carrying'.
    (2)

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