

Trust me I'm fully aware. I did say people still will find ways to fail, even if jobs are relegated to one button presses.as if having everything align to 2minute burst would stop people making mistakes and keep them from dying. If anything, missing the 2min burst window and rotation for whatever reason, you're basically lost for the remainder of the encounter as nothing will sync up anymore unless you save your entire rotation and skills by not using them...
battle dynamics have been gone sadly and it's charge system on the wrong abilities have been nothing but a detriment to this battle system ever since


Honestly those ppl need to be left behind. These are the same ppl who will find a way to fall on the floor when they are already laying flat on the floor. It's harsh but at a certain point you have to choose who to please and prioritize. The casual subs that only play for a month or two, or the whales that sub full time and buy the merch and cash shop items without asking questions. You can't do both, especially with their limited resources and I know they have limited resources because simple things like bots on PF where you have names, what they are "selling" and misusing the "leveling" tags to be a the top of the list are rampant in the game.




This is kinda the core of what I’ve never understood, it’s totally valid square is going for the casual playerbase but what is the problem with complex rotations and high skill ceilings when the casual playerbase just has to….not interact with them
Nobody was kicking the dungeon DRG when they missed a positional and broke a combo but removing a lot of difficulty from jobs actively makes the higher end playerbase experience worse without really providing any benefit to the casual playerbase



You won't even get more than a kind reminder to hit your AOE buttons in DF dungeons in this game, the people who are complaining the "hardcore elitists" want to ruin their fun of subbing every few patches to do the MSQ are just seriously mistaken about what is being asked for.
I'm quite sure the reason is they want to encourage the casual playerbase into endgame content, like Savage and Ultimate, without directly nerfing that content.
Since that content actually has dps checks, simplifying the jobs makes it easier for casual players to meet the minimum enrage requirements. So yes, if you're a veteran player, they're destroying the jobs you enjoy to hand the content you enjoy over to casual players, who already had the bulk of the content.
DSR aside, encounter design for the first savage tier was also just nothingI'm quite sure the reason is they want to encourage the casual playerbase into endgame content, like Savage and Ultimate, without directly nerfing that content.
Since that content actually has dps checks, simplifying the jobs makes it easier for casual players to meet the minimum enrage requirements. So yes, if you're a veteran player, they're destroying the jobs you enjoy to hand the content you enjoy over to casual players, who already had the bulk of the content.
If that was their goal there were simpler and better ways to achieve it such as creating more pop-up toturials or give more incentive for players to learn the basics of their job to run harder content like they did with Memoria Misera.
They're not mistaken at all, honestly. A lot of these people genuinely hate the idea of people who enjoy complexity in any form being catered to in some fashion, remember how people were cheering and jeering at raiders when DSR got canceled for ShB? They don't want there to be any thought in any job - just see how it always seems to be the same posters who complain about "toxic hardcore elitists" who also vehemently defend SE's awful healer/job design and gush about how FUN it is to hit 1 button over and over. If you were a true, real healer like they were, you'd know you hit much much more than one button, silly green DPS wannabes!You won't even get more than a kind reminder to hit your AOE buttons in DF dungeons in this game, the people who are complaining the "hardcore elitists" want to ruin their fun of subbing every few patches to do the MSQ are just seriously mistaken about what is being asked for.New Summoner FEELS so good too, it's FINALLY a REAL FINAL FANTASY SUMMONER? WITH TWO WHOLE BUTTONS?? :O
These types of people don't care that increasing the skill ceiling won't affect them at all, just like it didn't in the past - they don't want there to be any sort of variance in the gameplay; they just want to hit 1-3 buttons, "feel like a badass" and get easy clears in between their idling in Limsa and paying for overpriced cash shop glamours. Your enjoyment of the game is detrimental to theirs because you can do better than them, even though it doesn't affect them at all, they don't like the idea that people can put in effort and be rewarded with higher numbers. It's not enough to these people that 95% of all content in the game is targeted towards them, they need to have everything because this is THEIR game, and if you don't agree you're everything bad about the game, you're a minority, you're outnumbered and everyone who is playing the game RIGHT NOW disagrees with you and agrees with them.


Sure, that was the POINT of adding charges to abilities. Anything with potency is going to be "wasted" if you hold onto it while it is up (which is why "utility" abilities like Gap closers shouldn't have potency), the point of adding charges was so that you could keep at least 1 for "when you need it" without it being "wasted."it's mostly those attack abilities that you'd otherwise have to use on cooldown in your rotation to not waste their usage.
That save up everything to unleash every 2minute gameplay style is ok on a select few jobs but at this point, every job feels like that - charges just amplify that. It starts at even something as plainly as the AST draw ability. I get that it was to make it more lenient in case you forget to draw but now it's draw 3 times in a batch with nothing but malefics in between.
Charges to Celestial Intersection as a counter example is useful enough to keep one usage just in case of a double buster.
And I could name an example for almost every other job at this point.
Sure, AST draw causes issues because it forces them into using both (3 with a little bit of forethought) within the same burst window. But, that's an extreme example that makes your point. I would argue that most are relatively benign and some like the gap closers were actually helpful (not as helpful as removing potency, but...).
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New Summoner FEELS so good too, it's FINALLY a REAL FINAL FANTASY SUMMONER? WITH TWO WHOLE BUTTONS?? :O

