Rescue. I hate that ability with a passion. It essentially gives you the ability to god mode someone in a RPG.
Rescue. I hate that ability with a passion. It essentially gives you the ability to god mode someone in a RPG.
Last edited by NekoMataMata; 06-25-2022 at 01:09 PM.
Player


Class locked gear
GCD
End game craftable Gear that jumps you to raid lvl
Dialogue options that do nothing
Story quest mini games
Fetch quest that don't have much interaction other then click here and wait
Lvl sync
Most of the Open world enemies (especially the ones near quest locations)
Grand companies and everything with them
The time gate on beast tribe quest
and on a personal note blu mage (not because its not fun but because its not going anywhere and there isn't any other limited job)
But trust me I still love the game
Free the Glam!, Duel Pistols (Gunner)?
NPCs ignoring Deck Limitations for Triple Triad. I should not be having to fight off three or more 5* cards from a single opponent when I can only have one.



In all seriousness... why are we still using a php forum as the official community HUB in 2022?

I'd like to see you removed from the game. Would brighten up the whole world.
sagacious



Role restrictions on Glamour..
Glamour without restrictions* is long overdue!
If you think so too, help keep the thread going!
https://forum.square-enix.com/ffxiv/threads/455359-We-really-should-be-able-to-glamour-other-jobs-sets


1- Posiotionals.
A: they account for less than 1% of your dps so they don't feel rewarding to land.. ninja ignoring flank on armor crush loses a whole 2 potency per second on dps. monk ignoring demolish loses roughly 3 potency per second. sam and drg are about the same as well. and
B: because so many bosses don't even have them recently, they're pretty much obselete anyway.
2- Scripted encounters:
The cause of so many of the games issues is how scripted and predictable encounters are.. healing/ tanking is seen as boring cos the incoming damage is predictable. one reaid wide eveery minute... and thus they haven othing to do but spam 1 1 1 1 1 1
3- Vulnerability stacks:
At least in the current form. it doesnt punish the player who makes the mistakes it punishes the healers. they should make those debuff s criple the player so instead of now you take 10% more damage and the healers have to work harder. now its you dela 10% less damage. 20% 30% depending on how many stacks you eat..
4- The focus on dps and 2 minute damage buffs.
bring back utility, crowd control, actual resource management other than build some guage press a button..


if you hate positionals so much then just don't do em. the damage loss is so low, right? then just deal less damage than people who actually care to learn how to properly play their job, positionals included1- Posiotionals.
A: they account for less than 1% of your dps so they don't feel rewarding to land.. ninja ignoring flank on armor crush loses a whole 2 potency per second on dps. monk ignoring demolish loses roughly 3 potency per second. sam and drg are about the same as well. and
B: because so many bosses don't even have them recently, they're pretty much obselete anyway.


The issue is there just not rewarding, and I do miss a fair few, usually not through lack of trying but simply spinning or turning bosses.
But it's been discussed dozens of times over the years and worked out that a player could totally ignore positionals on most melee jobs. (probably all now monk has lost 2/3 of theres) and stand a very high chance of out parsing an equal player whos making the effort to land positionals, just because of the rng nature of things like crits, directs, and even latency.. All of which makes the impact of positionals actually immeasurable becasue any variation observed would be well within the margin of error players allow for crits and things.
In order to miss every positional you would typically be having to go out of your way to deliberately miss them or standing in front of a boss... the reality is a player ignoring positionals would still hit most of them because they'd just plant themselves behind/beside the boss and stay there unless mechanics forced them to move.
In this situation a ninja for example would only miss 60 potency on armor crush once every 30 seconds. a staggering 2 potency per second. thats not "way less damage"
its less than 1% of there total output.. the same would be true for all the melee. a monk would lose 60 potency over 18 seconds on demolish so 3 potency per second.. again less than 1%
I mean if you think thats super fun and rewarding gameplay then more power to you but for me it's just a personal peeve when bosses turn and you end up missing them. not a big peeve admitedlyy because the reality is that its not gonna impact the fight.. but still a peeve. if you scrapped them entirely nothing would really change. especially with how many bosses already have none.
Last edited by Dzian; 06-25-2022 at 10:44 PM.
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