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  1. #111
    Player
    EnigmaticDodo's Avatar
    Join Date
    Jan 2019
    Posts
    391
    Character
    Maetimoht Berkbraena
    World
    Gilgamesh
    Main Class
    Arcanist Lv 51
    Quote Originally Posted by Kallis View Post
    So, question for all the people who barely touched tank jobs except when they wanted to skip the queue for a roulette: did the OP change make you enjoy/play WAR any more than before? Or are you all still barely touching the job and not learning how to position properly?
    This is a very important question, considering the change was made explicitly for people who didn't do the role. If there wasn't a significant increase to people playing the class after these changes, then perhaps they should be reverted. I know that it's not likely they will be changed back, but the dev team should really consider this...
    (4)

  2. #112
    Player
    einschwartz's Avatar
    Join Date
    Mar 2018
    Posts
    387
    Character
    Ein'sf Florr
    World
    Kujata
    Main Class
    Black Mage Lv 90
    Quote Originally Posted by Kallis View Post
    So, question for all the people who barely touched tank jobs except when they wanted to skip the queue for a roulette: did the OP change make you enjoy/play WAR any more than before? Or are you all still barely touching the job and not learning how to position properly?
    I levelled tanks just for role quests and use WAR for FATES, unsync dungeons or help fc members with dps queues.

    Initially, I'm neutral about the change. Cone or circular, it doesn't matter, I thought. But after playing the job for a while it does feel suck not to have the extra range of old OP. "Ah, I have to actually scoot myself to reach that mob instead of just overpower". This doesn't change my preference on WAR amongst the tank jobs though. I simply like WAR because of the straightforward playstyle.



    Quote Originally Posted by Kallis View Post
    I'm sure not many noticed or cared, but certainly at least your casters are annoyed at the behavior you just admitted to, which was signing up for tank role and rush headfirst into a pack of mobs, only to stand there and AoE in place until they all died off in random order. This is just bad tanking, people are coming in here acting like it was a valid preference for doing the job, and it's just not. You don't position a boss to face your party, why is it okay to do the same for adds?
    Switching from SCH (where you just stand in the middle of packs and slap the floor) and BRD (where I can freely move and angle myself to hit the packs) to BLM for expert dungeons, I have certainly notice the difference betweeen an okay/decent tank to an excellent one -- specifically on mass pulling. Oh the satisfaction I get when all the mobs are clumped tightly, everything dies all at once, and all I needed to do was stay still then cast attacks in middle of pack without constantly switching targets.
    (3)
    Tumblr: taildippedinpaint

  3. #113
    Player
    Avoidy's Avatar
    Join Date
    Jun 2020
    Posts
    1,259
    Character
    Chadhadai Oronir
    World
    Balmung
    Main Class
    Ninja Lv 83
    I've tried it for a few weeks now, and I can say that I miss the cone. Going into this change, I was initially happy about its removal, but now I miss the range of it. It was different, but I'd gotten used to it and this new thing just feels wrong somehow. I feel like when I engage with a pack of mobs I have to run into the center of them to grab everything, whereas before I could just start from the outside of a pack, angle myself properly, and grab just about everything before the mobs could even wake up and target someone else.
    (3)

  4. #114
    Player
    Iscah's Avatar
    Join Date
    Nov 2017
    Posts
    14,034
    Character
    Aurelie Moonsong
    World
    Bismarck
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Shurrikhan View Post
    And where then does that end? We'd doubtless then shout that Mythril Tempest should have 8 yalms, and therefore then all circular AoEs. Should then linear AoEs be left with an AoE narrower than an 8 yalms to either side?
    You know what? I never actually looked at the listed radius, and I thought Tempest was visually bigger than that. Job fantasy further ruined.

    I don't play a lot with WAR so I haven't had to get used to it yet, but I played it again last night and it still feels wrong and unsatisfying.
    (3)

  5. #115
    Player
    marelooke's Avatar
    Join Date
    May 2020
    Location
    Gridania
    Posts
    69
    Character
    Lomea I'ramaloce
    World
    Cerberus
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Shurrikhan View Post
    And where then does that end? We'd doubtless then shout that Mythril Tempest should have 8 yalms, and therefore then all circular AoEs. Should then linear AoEs be left with an AoE narrower than an 8 yalms to either side?

    The radius on circular AoEs has already been increased from their original size (and linear AoEs widened). The original implementation was that they would all have roughly the same square footage, just in different shapes.
    They're already making most "friendly" abilities have a "whole arena" range, and if they really think positioning is too hard for most then making AoEs same range as Earthly Star seems the logical next step.

    Would I like it. Nope, but it's clear most changes to jobs aren't made for those enjoying the jobs, but rater despite them and for those not playing the job.

    Personally I don't really think most of the changes to WAR made since I started playing it have been any good (not just WAR, but we're in the WAR boards). Well, aside from removing Onslaught from Gauge, but honestly, I'll gladly give that up for a full revert of every other WAR change made with EW (note, I said change, not addition, I like our lvl90 skill). I was kinda fine sucking most of those (over)simplifications up, but Overpower was one bridge too far, really. But I digress...
    (1)
    Last edited by marelooke; 05-22-2022 at 06:20 AM.

  6. #116
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,830
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Iscah View Post
    You know what? I never actually looked at the listed radius, and I thought Tempest was visually bigger than that. Job fantasy further ruined.

    I don't play a lot with WAR so I haven't had to get used to it yet, but I played it again last night and it still feels wrong and unsatisfying.
    To be fair, I do feel like it makes plenty of sense (A) for Warrior to have bigger AoEs than most tanks (it's supposed to be the battlefield behemoth, after all), and (B) for later-step combo moves to have larger AoE radiuses befitting their larger, more powerful-looking animations.

    Yes, the latter bonus will largely go to waste from having to engage with our first step (which... really just means making good use of Provoke and the healer not being late in pre-shielding/HoTing us), but that's fine. Our skills, though, should more closely match they're animations, and if that animation covers nearer to a 8-yalm range, go for it, especially if that capacity would fit the job it's on.

    My main concern, again, is just this community's quickness (and I'm sure I've been a part of this) to demand overly specific parity, sometimes at cost to identity or without acknowledging what precedents they would set (or those precedent's implications in turn). How do we convince a frequently soured-to-Warrior tank population that, hey, Mythril Tempest really does deserve its flavor/fluff buff of an 8-yalm range while PLD's and GNB's circular AoE combos do not? And if we can't draw the line there... where does it end up?

    Quote Originally Posted by marelooke View Post
    They're already making most "friendly" abilities have a "whole arena" range, and if they really think positioning is too hard for most then making AoEs same range as Earthly Star seems the logical next step.

    Would I like it. Nope, but it's clear most changes to jobs aren't made for those enjoying the jobs, but rater despite them and for those not playing the job.
    I think we need to seriously question that latter trend, though. What does removing a presumed tiny part of a job's initial required investment (it's "fundamentals" to some, its "barrier to entry" to others) cost players' maximal enjoyment of that job?

    In the end, we have finite time and interest, so we'll ultimately spend both across what jobs we like best. A job designer's goal, then, ought not to be how many or what portion of players can "enjoy" (threshold value to be determined, if such is even possible) each job, but rather what portion of players feel enjoyably engaged by/through the span of jobs available to them.

    If, a few months or so after omni-leveling, I'd have ended up only fully enjoying myself on a handful of particular jobs anyways and my hours until the next expansion would mostly just be on them, those additional jobs aren't adding to the success of the job designers so much as to the success of pseudo-reiterative content: Though ultimately abandoned, those extra jobs got me to at least complacently (even if not enjoyably) play through leveling content more than I otherwise would have. But, in the end, my enjoyment of the current or more intrinsically enjoyable content will come primarily from my depth of engagement across those favored jobs more so than the breadth of engagement I have across all of them.

    While we probably should replace mechanics that even the best users of a job don't particularly find "fun", but merely easily "dealt with", and which add far more to "barrier to entry" than to a job's ceiling, we need to be careful, too, of what effect even a more annoying or lackluster mechanic or consideration might have on those around it, as a sort of "keystone" element of the job's play.

    Aside from the mere fact that the change was virtually unasked (and taken over the very frequent, very clear suggested alternatives), I think that was the largest failing of Kaiten's removal, for instance: Though worsened already by the changes to Ikishoten and Senei/Guren's costs before it, the removal of Kaiten finally allowed Kenki to work basically just as a Shinten charge counter. To some, perhaps that is a change for the better, but if the long-term benefit to them (i.e., from SAM then becoming one of their favored jobs, from which lens they come to better enjoy content) doesn't exceed the long-term cost to others (e.g., SAM mains), then the playerbase could only have lost job quality on the whole.
    (2)
    Last edited by Shurrikhan; 05-22-2022 at 01:12 PM.

  7. #117
    Player
    marelooke's Avatar
    Join Date
    May 2020
    Location
    Gridania
    Posts
    69
    Character
    Lomea I'ramaloce
    World
    Cerberus
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Shurrikhan View Post
    My main concern, again, is just this community's quickness (and I'm sure I've been a part of this) to demand overly specific parity, sometimes at cost to identity or without acknowledging what precedents they would set (or those precedent's implications in turn). How do we convince a frequently soured-to-Warrior tank population that, hey, Mythril Tempest really does deserve its flavor/fluff buff of an 8-yalm range while PLD's and GNB's circular AoE combos do not? And if we can't draw the line there... where does it end up?
    It's the dev team's job to know better, and especially to understand what the intended "flavour" for a class is, and preserve it. But it would seems that, aside from the classes the devs themselves "main", they have no idea. Which is why I think any class not actively mained by one of the main devs will end up getting mangled at some point: they rely on user feedback for "changes" and clearly people that enjoy a class won't be whining on the forums about it, well, not until they decide to mess with it and ruin our enjoyment, at least.

    Many more of these recent changes just seem to come entirely out of left field: the other day I ended up in the Aery in a roulette and noticed they removed the disappearing platforms on the last boss (Hraesvelgr)... I was literally lost for words... Was that really ever a problem for anyone in recent years? Really? I mean, I guess it required the tank to think about positioning, so it just had to go...?

    We meme'd about brainless unga-bunga, but it most certainly is brainless now...
    (2)

  8. #118
    Player
    Canadane's Avatar
    Join Date
    Jul 2011
    Location
    Limsa Lominsa
    Posts
    7,472
    Character
    King Canadane
    World
    Hyperion
    Main Class
    Sage Lv 100
    I'm still to this day missing mobs because I misjudge the size of the circle, thinking I shave my cone.
    It's my fault sure, but I'd be happier if we got our cones back.
    (1)

    http://king.canadane.com

  9. #119
    Player
    Iscah's Avatar
    Join Date
    Nov 2017
    Posts
    14,034
    Character
    Aurelie Moonsong
    World
    Bismarck
    Main Class
    Summoner Lv 90
    Quote Originally Posted by marelooke View Post
    Many more of these recent changes just seem to come entirely out of left field: the other day I ended up in the Aery in a roulette and noticed they removed the disappearing platforms on the last boss (Hraesvelgr)... I was literally lost for words... Was that really ever a problem for anyone in recent years? Really? I mean, I guess it required the tank to think about positioning, so it just had to go...?
    You're confusing the Aery with Sohr Khai, but anyway. The change was made at the same time they introduced duty support NPCs for 2.0 duties, so it's assumed that they're changing it in preparation to add support for those duties as well. The NPCs might not be able to handle the variable path as the number of platforms changes, or maybe teaching them to do it would be more time than they want to spend on a single fight.

    It's not like you could fall off the old platforms anyway, when the wind jumps just took you to the next safe platform, and the boss dies too fast to worry about positioning anyway.
    (0)
    Last edited by Iscah; 05-28-2022 at 02:20 PM.

  10. #120
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    2,954
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Iscah View Post
    You're confusing the Aery with Sohr Khai, but anyway. The change was made at the same time they introduced duty support NPCs for 2.0 duties, so it's assumed that they're changing it in preparation to add support for those duties as well. The NPCs might not be able to handle the variable path as the number of platforms changes, or maybe teaching them to do it would be more time than they want to spend on a single fight.
    What I'm asking myself is, is that actually a good thing? Because if they do not want to invest the time to make the NPCs work with certain mechanics then all this does is limit their design options and stifle creativity.

    Sure it allows some players to entirely solo the content where they are implemented but it also potentially makes the experience worse for everyone.


    Right now nobody is really bothered by it because it only affects dungeons and those are a joke anyway, but what happens when the Duty Support system bleeds into other content as well in SE's perpetual attempt to make the game appeal to solo players?

    What happens when every mechanic, and even environment design, needs to be so limited that the NPCs can deal with it? Their current dungeon design is so incredibly stale that I can't be bothered doing them more than once or twice already.
    (4)

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