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  1. #1
    Player
    FoxyAreku's Avatar
    Join Date
    Jul 2014
    Location
    Limsa
    Posts
    2,889
    Character
    Areku Foxfire
    World
    Hyperion
    Main Class
    Scholar Lv 90
    People overreacting to nerfs in games has always kinda bothered me. It's obviously easier to nerf the 1 problem then buff the 10+ things that aren't a problem to match that 1 problem, seems obvious to take that approach. Just don't overnerf it, keep it viable.
    (7)

  2. #2
    Player
    angienessyo's Avatar
    Join Date
    Jul 2017
    Posts
    470
    Character
    Khulan Noir
    World
    Cactuar
    Main Class
    Ninja Lv 100
    With how many dps checks there are in the new Ultimate and how tight they are and how a single death/damage down=a wipe is, it's good our damage is where it's at.

    For the newest alliance raid, you need to look at the ilevel required to run it, 565. We're still at the point in the cycle where people that are BiS or are close to BiS are still running it to gear alt jobs/finish getting BiS. Also a lot of people going in there even if they aren't BiS, are probably rolling up with a weapon from the new EX, which is 595. Also even casual players will likely have the crafted set which is 580. I don't think the bosses melting has much to do with our job potencies, and it has everything to do with people having an ilevel far above the minimum. It's going to take muuuuuuch longer when geared people aren't doing it anymore. I remember in Shb you could tear through the Nier raids pretty quickly until they stopped being relevant. I was in quite a few super long Copied Factory runs at the end of Shb.
    (9)

  3. #3
    Player
    Kranel_San's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    1,054
    Character
    Krann Starwarden
    World
    Zodiark
    Main Class
    Reaper Lv 100
    Quote Originally Posted by ZJyn View Post
    I don't think it's a controversy to say that Reaper was more than a little overtuned at the launch of Endwalker, and really. Putting aside the details of the numbers, FF Logs, parsers, blah blah blah... that's not important.

    What's important is what Square decided to do, and continued to try to do, to fix this problem.

    Patch after patch after patch after patch, we've seen jobs have their potencies increased, some of which have been astronomically powerful buffs to standard rotations, skill floors, etc. It's happened now at least four times, and while i'm sure nobody was complaining to see their jobs fare better in the overall "Meta" (putting aside conversations about how every job is able to complete content, which is true), it had a consequence that I think is more than a little damaging to the game.

    ... Has anybody else noticed how short encounters are now?

    And it makes sense. Numbers go up, overall job potencies are increased across the board to the tune of hundreds if not thousands combined if we're looking at alliance raids, and the end result seems to be that every encounter i've run, be it current or old, has had its run-time slashed by a fairly considerable margin.

    Look... constructive feedback here... I understand why they did it this way. They wanted to try to silence the folks who might cry foul that they bought the expansion for the shiny new job only to have it nerfed, but the end result means encounters that don't feel as good to play. They should have made the hard call to dial back on Reaper's numbers, and then done minor adjustments to other jobs to make them feel better.

    Because right now, unless they go in and do an across the board uplift of mob HP, the impact feels very, very noticeable, and quite frankly feels more difficult to fix than if they had just done the slight needed nerfs to begin with.

    Not a good direction, guys, sad to say. Nor does it feel as good to play.
    Most of the short encounters we have today are old content that was designed with fewer available jobs, different mindsets of players and devs, different iterations of jobs, potential limitations of hardware by then, etc.
    However, these are going to get revisited again. ARR MSQ dungeons are an example of content that got reworked by devs to stand out to current standards, and I'm really impressed with the reworks, and looking forward to what they might do in the future. Thordan normal difficulty is the first encounter that comes to my mind which needs a rework to reflect the importance, stakes, and the power of the final boss of an expansion similar to how Gaius three encounters (From the elevator to defeating the Ultima weapon) got a rework to the point he's way more difficult and survives a decent amount of time in comparison to Thordan who would die in less than one minute if not for the mechanics that protects him.
    (0)

  4. #4
    Player
    Jin-'s Avatar
    Join Date
    Jan 2015
    Location
    Limsa
    Posts
    1,236
    Character
    Jin Wa
    World
    Odin
    Main Class
    Sage Lv 90
    As long as they get purple > it doesn't matter if the game suffers for it
    (0)

  5. #5
    Player
    Wolwosh's Avatar
    Join Date
    Sep 2013
    Posts
    644
    Character
    Ulorin Ardor
    World
    Zodiark
    Main Class
    Astrologian Lv 100
    What I find weird is that they lower the numbers in general in EW and then when a job is clearly overperforming increase the numbers across the board again instead of lowering that one job.
    So next expansion we're prob hitting the same numbers again as in ShB
    (0)

  6. #6
    Player
    LeonKeyh's Avatar
    Join Date
    May 2020
    Location
    Gridania
    Posts
    655
    Character
    Leon Keyh
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Wolwosh View Post
    What I find weird is that they lower the numbers in general in EW and then when a job is clearly overperforming increase the numbers across the board again instead of lowering that one job.
    So next expansion we're prob hitting the same numbers again as in ShB
    They had to be extremely specific about the numbers being lowered in general though. They sat there and "eased" everyone into it by explaining time and time again "Everything is going down." Both players AND NPCs, and they're generally going down "the same."

    Nerfing a new job at the launch of an expansion is dangerous. People don't have anything to compare that job to, so if you nerf it it's just going to feel worse for the people who are playing it. There's no upside to it at all.

    Bringing everything up to the level makes everyone feel better though because they're getting buffs. Everyone is happy to see "You're going to be doing more damage!" even if it's not more relative to all the other jobs. Given the fact that NPCs aren't changing, your character is getting stronger. Period.
    (0)

  7. #7
    Player
    Packetdancer's Avatar
    Join Date
    Oct 2019
    Location
    Gridania
    Posts
    1,948
    Character
    Khit Amariyo
    World
    Leviathan
    Main Class
    Sage Lv 100
    Quote Originally Posted by Doc_Seraph View Post
    Kupo, do you really want old raids to take forever? kupo <3
    Yes.

    No, seriously: I actually do want this, personally.

    Not "to take forever", per se, but... if Labyrinth of the Ancients or Syrcus Tower was not a mindless faceroll -- if we saw things like the platforms in Glasya Labolas, for instance, and actually needed to do the mechanics -- I would actually find getting them in alliance roulette somewhat more interesting and a lot less "welp, guess we're doing this again".

    But I mean, my FC has a group (the "Retro Raiders") who run old savage content and such synced, which I really love doing stuff with when we manage to schedule it. So I may not be the correct sample metric here.
    (9)
    Quote Originally Posted by Packetdancer
    The healer main's struggle for pants is both real, and unending. Be strong, sister. #GiveUsMorePants2k20 #HealersNotRevealers #RandomOtherSleepDeprivedHashtagsHere
    I aim to make my posts engaging and entertaining, even when you might not agree with me. And failing that, I'll just be very, VERY wordy.

  8. #8
    Player
    Doc_Seraph's Avatar
    Join Date
    Nov 2021
    Posts
    367
    Character
    Doc Seraph
    World
    Jenova
    Main Class
    Machinist Lv 90
    Quote Originally Posted by Packetdancer View Post
    Yes.

    No, seriously: I actually do want this, personally.

    Not "to take forever", per se, but... if Labyrinth of the Ancients or Syrcus Tower was not a mindless faceroll -- if we saw things like the platforms in Glasya Labolas, for instance, and actually needed to do the mechanics -- I would actually find getting them in alliance roulette somewhat more interesting and a lot less "welp, guess we're doing this again".

    But I mean, my FC has a group (the "Retro Raiders") who run old savage content and such synced, which I really love doing stuff with when we manage to schedule it. So I may not be the correct sample metric here.
    Aye kupo, along with the quick fights for dopamine another way to quickly kill dopamine is doing the same thing over and over mindlessly (aka its zzz) I agree it needs to be swift and/or something should be done to keep one alert.

    What if they started randomizing the mechanics more so instead of just knowing mindlessly where to stand etc.. It keeps you on your pixelated toes hehe kupo <3
    (0)
    Kupo!

  9. #9
    Player
    Packetdancer's Avatar
    Join Date
    Oct 2019
    Location
    Gridania
    Posts
    1,948
    Character
    Khit Amariyo
    World
    Leviathan
    Main Class
    Sage Lv 100
    Quote Originally Posted by Doc_Seraph View Post
    What if they started randomizing the mechanics more so instead of just knowing mindlessly where to stand etc.. It keeps you on your pixelated toes hehe kupo <3
    I mean, it's unlikely they'll entirely randomize things, but... I actually do enjoy the sort of "buffet table" approach to mechanics some fights take, where you'll have two or three things you need to combine.

    E12, for instance, where Eden's Promise will tether to two of the memory crystals, and then use a mechanics pattern from that specific previous fight, and you need to see which the two patterns will be to know where the safe space is when they're overlaid on each other. The extreme version of the level 89 trial, where you get one of In, Out, or Intercardinals, combined with Spread, Party Stack, or Light Parties, and need to execute the one and then quickly shift to the other. P4S's Pinax patterns, where it could be Knockback or Be-At-The-Edge, followed by Spread or Light Party stacks, with a giant cleave or (potentially second) knockback from one specific side between the two in half the cases. Etc.

    It can even be somewhat predictable; if your first Pinax pattern is Lightning (Out) and Poison (Spread), you know the next one will be Water (Knockback from center) plus Fire (light parties), though you don't know which wall the Shift will be from between the second pair until the actual cast is going. In the extreme of the level 89 trial, if you get In/Light Parties, you know the next will be Out/Spread. So you have to pay attention, but you also still benefit if you learn the patterns.

    But that's less relevant to "how do you balance jobs", and more "how do you keep Pax engaged in the fight". (Pax being how many a friend abbreviates "Packetdancer".)

    However, I do think the stats creep we have -- and the wonky way ilevel sync "functions" in this game -- do new players no favors, when you build up these big climactic fights in the story only to have them be mindless facerolls.

    (And it does veteran players no favors either. Folks like to complain that a sproud doesn't know mechanics from previous fights. But it's not like "Pyretic" is a mechanic they'll encounter early on any longer; the five-headed dragon in World of Darkness is where that was introduced, I believe, and that poor thing never lives long enough to cast it anymore. And they're not necessarily going to know that "Acceleration Bomb" and "Extreme Caution" and "Pyretic" are all functionally the same thing, even if they've encountered the others.)
    (0)
    Quote Originally Posted by Packetdancer
    The healer main's struggle for pants is both real, and unending. Be strong, sister. #GiveUsMorePants2k20 #HealersNotRevealers #RandomOtherSleepDeprivedHashtagsHere
    I aim to make my posts engaging and entertaining, even when you might not agree with me. And failing that, I'll just be very, VERY wordy.

  10. #10
    Player
    Nihility's Avatar
    Join Date
    Aug 2013
    Posts
    1,130
    Character
    Tenebria Miku
    World
    Behemoth
    Main Class
    Arcanist Lv 100
    theoretically the ideal thing to do is plot all the comparable classes in a chart and buff/nerf the outliers to fit in with the middle

    it does seem generally that is what they're aiming for, I think aglaia is just really low hp pools on the bosses since it was designed for like... just hit 90 but everyone has built up gear already.
    The new ultimate almost feels like no one has enough dps unless they go super extra meta
    (0)

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