Are you seriously implying that a job redesign is a bad choice because SE lacks the skill to create fun and unique designs?
Hell of a strawman there.
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.
Last edited by Shurrikhan; 11-11-2022 at 03:48 PM.
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 everyI'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.
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.
Last edited by drtasteyummy; 10-25-2022 at 08:45 AM.
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".
Cool. I've done nothing like that.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.
I've asked for literally just at least some indication of desired direction.
My response was to the person I quoted, whose only direction was "it [the combat system] needs to be rebuilt," -- not, say, "jobs need to diversify themselves around core thematic characteristics, rather than homogeneous templates," but only just... "rebuilt." There was zero clarification as to what parts need to rebuilt, how, or why, only that it get "the 1.0 dragon explosion treatment".
My warning was against asking for change without a speck of specificity or grounding information, not against asking for reworks. I actively promote, across most threads whose topics I'm invested in, for people to share their reworks and to help build up others'. But that requires at least something to build from.
Last edited by Shurrikhan; 11-11-2022 at 03:48 PM.
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.
So here the Issue with ff14 gameplay. Close to server no Issue, but far from the server you see the irks. Like double weave might be impossible we right amount spell speed/skill speed for certain players. Double can still be pain in the ass even with right amount spell or skill speed due to the nods of SE provider. Trust me, When the servers used to be montreal aka in my province. The game have no flaw on my eyes at all and could double or triple weave at ease. When they move oh boy, the game used to be perfect to buggy alpha release of a game. Everything was frustration and no fun. I have to pay a gaming vpn to ease the frustration, however I should not have to do that on monthly sub but whatever. Anyway going back to the gameplay, single weave please on jobs.

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.
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.
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.
Last edited by Shurrikhan; 11-11-2022 at 03:46 PM.
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