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  1. #841
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by OM3GA-Z3RO View Post
    Here's 2 takes

    Take #1
    Final Bosses in Dungeons should have a FPK (Full Party Kill) mechanic if the party does not fulfill mechanics properly

    Example
    When Hermes uses True Bravery and the Tank or Physical Ranged DPS doesn't Interject it, Game Over man

    Why this take? People have gotten too lazy and Dungeons have become so braindead easy, you don't need to follow mechanics and just ignore it

    Take #2
    Normal Raids should go back to being actual raids like in Coils and Alexander, it will be an opening to a much better story building experience, I personally loved how you cause havoc while running through the city inside Alexander.

    Normal Raids should be actual raids
    Savage Raids can stay as Mini-Trials where it skips the trash mobs and puts you right in front of the boss.
    #1 With two caveats as I feel it would be relatively quite frustrating in DF where even if you try to force skilled play you'll only ever get so far, not saying it's not worth it but certain actions (like instant fail mechanics) I think will lead to more frustration then they provide actual value to the majority.. I can personally see this just creating a lot of wasted time because you're not on the job that interjects and the member who is responsible for it for whatever reason fails to do so:
    1, revive will be quite close to the final boss (this is true for most content but is not always true). Consider automatically moving the revive location too, reduce the number of loading screens is always nice (black screen when you die, black screen when you get to the skip ahead point) - more like how 'most' stakes of marika are pretty much at the fog wall.

    2, if a party dies a few times echo (or another buff..) applies which removes it's auto death mechanic. This could be built into the code as well so players who are doing /ooolllddd/ content unsynced would automatically gain this buff. Meaning they can't be 1 shot, as it's a bit silly to get hit for 1% your health but then get 1 shot from a 'super' move that you'd obviously survive if it wasn't for the fact it normally requires two people and was coded as an instant death mechanic- damage on these super moves could still be calculated to quite high values.. which means they'd still be scary after the party fails the instant mechanic, just not "Paladin didn't interject? Start over!".

    #2 I liked the coils had a bit of a preamble before bosses. It wasn't even that long compared to something like in WoW where it was like "did you dedicate the next 2 hours? No? Get out". Even if you had to get to the locations solo first I feel it would help with content (world) building, though the short duration to reach bosses in coils was fine.
    (3)
    Last edited by Shougun; 06-21-2022 at 12:50 AM.

  2. #842
    Player
    Misplaced_Marbles's Avatar
    Join Date
    Jun 2021
    Posts
    469
    Character
    Violent Saviour
    World
    Omega
    Main Class
    Monk Lv 90
    People who try to stifle every complaint and excuse every poor decision (or lack of decisions) SE/Yoshi make are the living embodiment of the lores version of light: stillness and stagnation. The only reason they aren't mindless, instinctual sin eaters is because real life doesn't work like that.
    (17)

  3. #843
    Player
    Sol_Seppy's Avatar
    Join Date
    Jun 2022
    Location
    Gridania
    Posts
    56
    Character
    Mami Star
    World
    Faerie
    Main Class
    Machinist Lv 100
    Not a hot take I guess (?) but I'm kinda tired of people defaulting to savage/ult meta when people ask how a class plays. Savage/Ult isn't everyone's endgame, and isn't the only endgame that exists. When people ask me, I always tell them how the class handles in all situations you can throw at it, deep dungeon, PvP, dungeons, raids, fates, bozja, etc. It's why I grew to love MCH because it's decently good at everything I could possibly ever want to throw at it, and best of all, it's fun (for me)
    (5)

  4. #844
    Player Midareyukki's Avatar
    Join Date
    Oct 2017
    Location
    Bozja
    Posts
    2,580
    Character
    Harun Asubra
    World
    Zodiark
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Sol_Seppy View Post
    Not a hot take I guess (?) but I'm kinda tired of people defaulting to savage/ult meta when people ask how a class plays. Savage/Ult isn't everyone's endgame, and isn't the only endgame that exists.
    1- It is the main endgame of the game. Sure, we have stuff like glamour, housing, other stuff, crafting and gathering... but the major bulk of the game is on the combat system. And that is the endgame version of that particular aspect.
    2- People still insist that there's a meta? We're still going by the maximum numbers a class dishes out in a vaccum rather than applying it by fight and skill level? Because I don't care if BLM does higher damage if the SMN next to me is far more comfortable going SMN and can outdo half the BLMs I find in Party Finder. Meta only matters if you're a parsehead, and even then, it's a fight-to-fight basis.

    We don't live in Heavensward anymore. Nor Stormblood Crit Comp for that matter. Your class isn't made entirely invalid just because of a better composition or fight mechanics screwing you over the way they would Warrior on Zurvan or magical damage on Paladins.

    So you like MCH, go MCH, those guys are wrong and you know it.
    (2)

  5. #845
    Player
    Sol_Seppy's Avatar
    Join Date
    Jun 2022
    Location
    Gridania
    Posts
    56
    Character
    Mami Star
    World
    Faerie
    Main Class
    Machinist Lv 100
    Perhaps it's just me being around the wrong people, people that mean well but only care about savage and ultimate progging.

    I don't know that it's the main endgame of the game, I'm inclined to believe you to an extent because there is a story attached to ultimate. If there wasn't, then yeah no, cos it's a story-focused game, through and through.
    (1)

  6. #846
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,795
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by OM3GA-Z3RO View Post
    Here's 2 takes

    Take #1
    Final Bosses in Dungeons should have a FPK (Full Party Kill) mechanic if the party does not fulfill mechanics properly

    Example
    When Hermes uses True Bravery and the Tank or Physical Ranged DPS doesn't Interject it, Game Over man

    Why this take? People have gotten too lazy and Dungeons have become so braindead easy, you don't need to follow mechanics and just ignore it

    Take #2
    Normal Raids should go back to being actual raids like in Coils and Alexander, it will be an opening to a much better story building experience, I personally loved how you cause havoc while running through the city inside Alexander.

    Normal Raids should be actual raids
    Savage Raids can stay as Mini-Trials where it skips the trash mobs and puts you right in front of the boss.
    1.
    I want more difficulty in mainstay/mainstream content, but FPKs based on 1-of-n-players mistakes is not how you introduce difficulty so much as simply fetters. Just give more to actually do and slightly increase the punishment for failure.

    For instance, True Bravery increasing the number of chained attacks by 1 and each attack's damage by ~50%, such that one could go from just using a couple oGCDs through the damage --including its bonus-- to actually needing to throw in the kitchen sink, would be punishment enough. More important even than the severity of punishment is that there's enough to do, and the more you make a instant wipe upon failure, the more the feasible density of mechanics decreases.

    2.
    I don't think it's likely or worthwhile to change at this point, but I agree. If it's just a boss-room, it should just be called a trial.

    Make Raids actual Raids, the likes of Alliance Raids (but with available checkpoints such that one can queue straight to trash + boss X, but can continue onward for a full, undisturbed run). Or heck, even introduce yet more variance, such that raids needn't just be higher-player-count dungeons. In whatever case, Raid should not be redundant title for any other content form.

    (Ideally, include more interesting and challenging trash that forms designed encounters in and of themselves. Absolutely do not half-ass the trash as done in Heavensward. That had little to no interesting thematic value and felt purely like a chore.)
    (4)

  7. #847
    Player
    Coombah's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,483
    Character
    Rowan Garnet
    World
    Halicarnassus
    Main Class
    Warrior Lv 90
    Endwalker's story was trash. The way they ended the ASCIAN arch was a huge letdown.

    Extreme/ savage / normal raids are pointless. Make one fight and make it challenging.

    Remove all the mounts except Chocobos. Make breeding significant to allow for certain attributes/needs. The mount should be a necessity and an investment, it should be trained to fly, fight, heal etc.

    Rework ALL the gathering systems and gathering points. For example, mines in the world should have been utilized better. The further in you go the rarity of the items, treasure, and dangers are found. New undiscovered places and shortcuts also as a result. outlier nodes should still exist. Each expansion should produce newer areas/items that can be uncovered.

    Bring back 1.23 ish FFXIV.

    Fix housing and the way homes are constructed.

    Fix FC's and where they are placed. they should have an area in the corresponding city.

    Zenos is trash.
    (11)
    Last edited by Coombah; 06-21-2022 at 01:40 AM.

  8. #848
    Player
    FoxyAreku's Avatar
    Join Date
    Jul 2014
    Location
    Limsa
    Posts
    2,889
    Character
    Areku Foxfire
    World
    Hyperion
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Sol_Seppy View Post
    Not a hot take I guess (?) but I'm kinda tired of people defaulting to savage/ult meta when people ask how a class plays. Savage/Ult isn't everyone's endgame, and isn't the only endgame that exists. When people ask me, I always tell them how the class handles in all situations you can throw at it, deep dungeon, PvP, dungeons, raids, fates, bozja, etc. It's why I grew to love MCH because it's decently good at everything I could possibly ever want to throw at it, and best of all, it's fun (for me)
    I'm confused what this means.
    Are you implying classes have different rotations depending on the content?
    Cos 99% of the time that's just blatantly untrue. Like my bard does the exact same static rotation in all content for example, only stifled by level sync removing part of it when I get synced down.
    (1)

  9. #849
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,795
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by FoxyAreku View Post
    I'm confused what this means.
    Are you implying classes have different rotations depending on the content?
    Cos 99% of the time that's just blatantly untrue. Like my bard does the exact same static rotation in all content for example, only stifled by level sync removing part of it when I get synced down.
    The point about "savage/ulti meta" for jobs more likely referred to (A) when people apply comparisons that matter only in some 5% of content to the majority of content and (B) that certain jobs have differing performance based on the type of content.

    MCH, for instance, is more negatively affected by downtime than most jobs, and thus performs worse in Ultimate than it does normally (e.g., in Extremes, Savage).
    (1)

  10. #850
    Player
    MonteCristo's Avatar
    Join Date
    May 2011
    Posts
    446
    Character
    Lamonte Cristo
    World
    Seraph
    Main Class
    Reaper Lv 100
    Endgame is glamour
    (4)

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