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  1. #1
    Player
    drtasteyummy's Avatar
    Join Date
    Feb 2022
    Posts
    262
    Character
    Vitalic Oni
    World
    Twintania
    Main Class
    Reaper Lv 90
    Quote Originally Posted by Shurrikhan View Post
    I'm saying we've a long enough history of Monkey's Paw outcomes --many from, but not limited to, job redesigns-- to know better at this point than to write a blank check, and asking for "change" without a single pointer as to the direction is just asking for a worse outcome.

    Things are bad enough when specifics are given and half of them ignored or gaslit by the devs. Imagine giving free rein to that all while providing the necessary excuse: "We've done what was asked, to its full specifications."



    For instance, the changes in direction I'd like to see are fairly radical, but I'm (therefore) not about to neglect that the burden therefore lies with me to suggest how and why their results may be preferable despite their costs, and that I should seek to convince and/or compromise non-reductively with fellow players first.
    Even if you ignore possible changes to things like fixed rotation or positionals the jobs are still cluster of 1-2-3 rotations while squeezing in oCDs where every melees needs to have a dot, every caster needs to go melee and every
    prange does horrible damage. Denying reworks for the sake of it's possible bad outcome is a death sentence to any game not only to keep it fresh but because it means SE has no longer the capabilities to properly run this game or are heavily disconnected.
    (1)
    Last edited by drtasteyummy; 10-25-2022 at 08:45 AM.

  2. #2
    Player
    Ishe-P's Avatar
    Join Date
    Apr 2022
    Posts
    126
    Character
    Ishe Platinum
    World
    Diabolos
    Main Class
    Dancer Lv 100
    I generally think that combat is the weakest aspect of this game. You can see in places how great--or at least more involved--it used to be, but it's clear so much has been gutted in ways that are baffling if one does not assume they were targeting universal viability, one that evokes an 'open access for all' ethos. I think the universal viability goal is the game's biggest detriment because with this framework there isn't a whole lot you can do in term of boss design beyond 'go here, stand there, wait for xyz, deal with a certain debuff's effects.' The more classes that get added, the more limitations that have to be introduced. It appears that duty actions were introduced to maybe correct this and provide some flexibility but proved to not be popular with enough players to really give them a good push.

    For me at least, classes feel nominally distinctive with the distinctions are actually presented in pretty clever ways to avoid their very obvious similarities to other classes or encounters. Strip away the sound effects and flashy colors though and it becomes immediately apparent that the game is very close to bumping its head against the design ceiling. But hey, they did some clever stuff to make 100s of races for Cosmic Encounter (a board game that's pretty neat) so I don't doubt they have a trick or two up their sleeve, I just wish they'd move a little faster with new ideas. It all feels so conservative and sluggish as it is now.
    (3)

  3. #3
    Player Ivtrix's Avatar
    Join Date
    Feb 2020
    Posts
    959
    Character
    Ivtrix Impreria
    World
    Goblin
    Main Class
    Red Mage Lv 90
    me dps me push raid buff every 2 minute unga bunga

    entire endgame revolve around us going unga bunga, you unga bunga?
    (1)

  4. #4
    Player
    Kaurhz's Avatar
    Join Date
    Jul 2015
    Posts
    3,629
    Character
    Asuka Kirai
    World
    Sagittarius
    Main Class
    Dancer Lv 90
    It's OK but could be a lot better - and they've made some silly decisions. Healing is just abysmal, however.
    (1)

  5. #5
    Player MagiusNecros's Avatar
    Join Date
    Nov 2015
    Posts
    3,205
    Character
    Bastilaa Shan
    World
    Excalibur
    Main Class
    Blue Mage Lv 80
    PvP good. PvE bad.
    (2)

  6. #6
    Player MagiusNecros's Avatar
    Join Date
    Nov 2015
    Posts
    3,205
    Character
    Bastilaa Shan
    World
    Excalibur
    Main Class
    Blue Mage Lv 80
    If you have to rework every job every expansion then the design is not good. If someone asked what direction are the jobs going in they would give you a super vague answer of "we don't know" while also saying to "give it a try".
    (3)

  7. #7
    Player
    MonsutaMan's Avatar
    Join Date
    Sep 2019
    Posts
    368
    Character
    Elzen Man
    World
    Raiden
    Main Class
    Samurai Lv 70
    XIV: Combat is very pick-up and play, thus very shallow.

    The mechanics such as moving doors or floors are what complicates things in XIV; not the actual the combat which is is pretty vanilla.

    Unlike XI, were you can Melee as a WHM in some cases, and it works.....while magic bursting as an added bonus.....as you cure.....

    Or be a magic oriented ninja.

    Or a magic bursting BST.

    SMN can wield some axes and lances in XI (Not saying you should).......

    There are more than one way of playing every job in XI. XIV is very strict with roles, thus the combat is easy to get into.....which makes it snoring boring at times because many jobs feel the same. It is simply weapon swaps. That is why ppl like me play, then will come back months later and forget everything lol.
    (1)

  8. #8
    Player
    Sorzai's Avatar
    Join Date
    Jul 2017
    Location
    Gridania
    Posts
    60
    Character
    Atreus Yevon
    World
    Kujata
    Main Class
    Monk Lv 90
    The combat as you progress through the game is okay, it's very minimal and unimpressive. It doesn't make it any better that the higher level you go, you'd still have to be doing low level content as dailies. So it always feels like you're not using your full kit.

    But when you do do content like max level content, like max level dungeons it's a bit more fun. Sadly the dungeon content isn't interaction, it's really just running through mobs gathering them wall to wall and bursting them down.
    The flow of combat is rather uninteresting,
    Dps: AOE spam
    Healers: heal when needed, otherwise dps
    Tanks: pop sufficient mitigation and AOE spam

    There's is no use for certain jobs to use their some if not all their additional job skills.

    The state of Healers is absolutely atrocious, if you look at white mage from other ff, the buffs they bring to the group is so important and yet Healers in XIV is just so boring.

    I'm a filthy casual player who wants to play harder content without the time and friends to play harder content with. The variant dungeons and criterion dungeons were a nice addition, but the main content needs to be harder, job design needs to be more diverse, content has to be harder overall.
    (8)

  9. #9
    Player

    Join Date
    Dec 2014
    Posts
    1,682
    I like it over all, and much more than any of the other MMOs I've played, but as I've gotten older I have difficulty reacting to mechanics and maintaining my rotation properly at the same time. I'd be a lot happier with combat if we had a few basic GCD combos with the rest of the skills being utility/use at will rather than a two minute chain rotation that has to be rigidly adhered to.
    (1)

  10. #10
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,884
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Illmaeran View Post
    I'd be a lot happier with combat if we had a few basic GCD combos with the rest of the skills being utility/use at will rather than a two minute chain rotation that has to be rigidly adhered to.
    I don't want to see the rigid macrorotation lost until there's something of substance to actually replace it. At present, it's the only thing giving any real meat to PvE, since encounter design is so scripted and the game's undermechanics between shallow and nonexistent.

    It's not great, but it's a hell of a lot better than nothing adding urgency to moment-to-moment rotational play.
    (0)
    Last edited by Shurrikhan; 11-11-2022 at 03:46 PM.

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