They could, and should, have just implemented instanced housing like any other smart MMO dev team ever. But they went with the neighborhood approach.



If that is also the standing of SE than i just don't understand why they market housing as a feature. They don't market savage glamour, PotD ranks or anything else gated by skill or chance like that
Will put you on ignore if you can't form a logical argument but argue nonetheless
I love neighborhoods and I'm glad we have them. If housing was instanced from the beginning I doubt I'd be as interested as I am.
There's no reason why we can't have instanced housing alongside it though, especially now that we have a ISLAND for ourselves
Warrior and Dark Knight cooldowns have their flavors reversed. Warriors should be the ones who retaliate with a huge attack when they take enough damage, and Dark Knights should been the ones with lifesteal and sustain.
Condensing rotations and removing button bloat isn't inherently bad.
An example of this is RDM, where many of the buttons are flips and not standalone buttons. As long as the job feels like you're playing DDR with your fingers, it doesn't matter if a rotation of 60 buttons is condensed into 10.
And no, healers are not a good argument against this because it's not a rotation condensed into a single button, it's a single button with nothing to rotate whatsoever. Just like there's a maximum number of buttons that are enjoyable to play with, there's also a minimum, and if in 10 years the 1-2-3 rotations are condensed into a single button, nothing important will be lost provided they add extra buttons to constantly keep your attention and keep your fingers busy.




Hot take response to the above:
Square won't add anything meaningful to replace anything they condense. That'd be too much work when they could just butcher it and leave people who liked previous iterations in the lurch.


DISCLAIMER: Speaking from a filthy "normal mode" player point of view, and also from the perspective of a healer:
Boss fights could actually do with a bit more of rng mechanics beyond "will the boss hit with their left or right hand first?"
I'm thinking stuff like debuffing a couple of party members and them needing esunaing, hi-damage bolts on randoms that encourage actually using a healer GCD to heal someone, more individual healing in general that isn't exclusively limited to when people fail at mechanics.
There is a certain satisfaction to be had from perfecting a tightly scripted encounter, but I've always been more on board with "thinking on your feet."
As a fellow filthy casual, I strongly agree more rng would be nice. Kinda why I like playing alliance raids, because it's gauranteed some people will always screw up and it's really exciting to place a shield on a non-tank party member and watch them absorb the damage, "it's a dps loss" be damned.DISCLAIMER: Speaking from a filthy "normal mode" player point of view, and also from the perspective of a healer:
Boss fights could actually do with a bit more of rng mechanics beyond "will the boss hit with their left or right hand first?"
I'm thinking stuff like debuffing a couple of party members and them needing esunaing, hi-damage bolts on randoms that encourage actually using a healer GCD to heal someone, more individual healing in general that isn't exclusively limited to when people fail at mechanics.
There is a certain satisfaction to be had from perfecting a tightly scripted encounter, but I've always been more on board with "thinking on your feet."
Last edited by Allegor; 10-01-2022 at 10:10 AM.




The game should have self-selected for battle content oriented players rather than the "lets give everyone something!" approach that has led to this game being starved of the content that was a main draw for most of its players. Or at least was, anyway.
Авейонд-сны
"battle content"? Are you saying that FFXIV a Final Fantasy game, should be more about raiding, battles, and pvp, compared to story, and the 'little bit of everything' game that it is?
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