Page 5 of 25 FirstFirst ... 3 4 5 6 7 15 ... LastLast
Results 41 to 50 of 269

Hybrid View

  1. #1
    Player
    Imora's Avatar
    Join Date
    May 2021
    Posts
    1,233
    Character
    Imora Dal'syn
    World
    Phoenix
    Main Class
    Dancer Lv 90
    Quote Originally Posted by ReynTime View Post
    Not a big fan of the DDR aspect of it or how rigid rotations are, or how jobs in the same role feel the same once you get used to the rotations.

    This structure means anything that isn't a boss with enough floor is lava or exclusive mechanics is fought literally the same way during 80+ levels. It gets old very fast and makes fighting enemies with more or less HP or FATEs in general very boring.
    I'm not a fan of complex openers or rotations which is why I can't seem to main dps. And a lot of jobs aren't comfy on a controller for me. Too many buttons.

    I'd rather my buttons have weight to them. Dragoon doesn't need a five part combo.
    (3)

  2. #2
    Player
    Imora's Avatar
    Join Date
    May 2021
    Posts
    1,233
    Character
    Imora Dal'syn
    World
    Phoenix
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Supersnow845 View Post
    I mean heal nuke interplay also isn’t going to make people do damage on healers if they won’t already, SGE’s “identity” (yeah cause targeted embrace is totally an identity square enix) is literally built on this and people would still rather spam diagnosis
    Yeah but stuff like "casting gcd heal gives stacking buff that increases potency to next damage ability by X" or vice versa, or something like that makes it more interesting if they beef up the unpredictableness of aoe damage. The fact that the pinnacle of difficult content can be solo healed by an ast tells me they need to ramp up damage output.
    (1)

  3. #3
    Player
    VentVanitas's Avatar
    Join Date
    Feb 2020
    Posts
    676
    Character
    Seiko Hanamura
    World
    Kujata
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Imora View Post
    Yeah but stuff like "casting gcd heal gives stacking buff that increases potency to next damage ability by X" or vice versa, or something like that makes it more interesting if they beef up the unpredictableness of aoe damage. The fact that the pinnacle of difficult content can be solo healed by an ast tells me they need to ramp up damage output.
    They're never going to ramp up damage or change the way damage is dealt in raids. The dev team said this themselves. The only realistic solution to healer gameplay is by making their downtime kits more engaging like they used to be pre-Shadowbringers.

    It's more feasible to just change the jobs rather than changing potentially all future fights.
    (4)

  4. #4
    Player
    Reimmi's Avatar
    Join Date
    Mar 2018
    Posts
    1,362
    Character
    Nia Niyah
    World
    Hyperion
    Main Class
    Dancer Lv 100
    Quote Originally Posted by VentVanitas View Post
    They're never going to ramp up damage or change the way damage is dealt in raids. The dev team said this themselves. The only realistic solution to healer gameplay is by making their downtime kits more engaging like they used to be pre-Shadowbringers.

    It's more feasible to just change the jobs rather than changing potentially all future fights.
    I'd like to mention you're playing a race the dev team said would never happen too.
    So it's not impossible
    (1)

  5. #5
    Player
    Semirhage's Avatar
    Join Date
    May 2015
    Posts
    1,704
    Character
    Nemene Damendar
    World
    Midgardsormr
    Main Class
    Red Mage Lv 90
    In all seriousness, it's finding the right recipe of risk and reward, plus decision making, plus encouraging skilled play, plus creating an intuitive path from novice to expert.

    Despite the fact that Square seems to have finally turned their baleful gaze on some of the DPS classes, that role has seen some fantastic examples of how you do this well. I'll take just a small one: Shadowbringers Reprise. It's a Red Mage ability you probably haven't used very often. It's that rapier ability that becomes ranged when you have black/ white mana, and costs 5 of each.

    It's not part of the main rotation. It's not a boring noninteractive ability you just spam on cooldown. In Endwalker, you can use it to move at the cost of a little damage you could have gained from slidecasting or saving a melee combo instead. But in Shadowbringers, it had an additional feature: risk and reward. See, it did *more* DPS than your spells (due to its shortened GCD), but *less* than your finisher combo. In theory, you could eke out a nice amount of extra damage by dumping mana into Reprise. But the catch is, you would *lose* damage if you drained yourself out of a melee combo over the course of a fight.

    THAT is good game design. Abilities that make you stop and think for a second. Tradeoffs. Rewarding a little boldness but punishing recklessness. Something to think about beyond "is this oGCD off cooldown? Better push it again!" Having downsides with creative ways to work around them. Rewards for timing your greed well. Kits that encourage you to play the game skillfully with carrots and sticks.

    Healer gameplay has essentially zero of this. You have a gazillion safety nets that you can use at your leisure, there's essentially no punishment for overuse unless you do it to a staggering degree, and your reward for playing well is yet more time to cast your one boring zero-thought, zero decision making spam spell. Again. And again. And again.
    (17)

  6. #6
    Player
    znushu's Avatar
    Join Date
    Nov 2018
    Location
    Gridania
    Posts
    183
    Character
    Vylesha Eumoilhar
    World
    Gilgamesh
    Main Class
    Blue Mage Lv 70
    I honestly don't like it.

    The combat isn't very intuitive and at times feels clunky. The particle effects for spells and skills just masks the issues with the combat. honestly? it just creates visual clutter that gets worse when engaging in combat with other people. It also doesnt help that the team seems to be trying to convert FFXIV into a more action oriented combat game but frankly? the game is not built for fast paced combat especially in the backend. many things ingame rely and depend on a more slower paced combat like in FFXI that I still believe they should go back too.

    and Its not like they can't make a MMORPG around that style of combat neither since games like Broken Rank have proven that the turn-based combat style can be used in a mmorpg game and people will love it.
    https://youtu.be/PMgfElPLxLQ?t=999
    (although the developers shot themselves in the foot with the horrible cash shop)

    14 once did have a unique style of combat that did resembled FFXI. it just wasn't refined for PC usage but console usage and it did have some still minor issues with the combat that other companies would have refined overtime through patches instead of just discarding it in favor for a new style of combat seen in the game today that resembles World of Warcraft more a Final Fantasy title like the game use to have.

    Solo Combat legacy Example:
    https://www.youtube.com/watch?v=193tAU5jY3s

    Group Combat Legacy Example:
    https://www.youtube.com/watch?v=BuIE9i6cOxw

    Raid Combat Legacy Example:


    I know many people on these forums and even on the dev team want FF14 to have combat like in FFXV but it simply cannot work with how things work in 14 and unless the team decides to do a massive overhaul to the entire game and engine (again) the combat like there will never be in 14. It might be in the next mmo they release like a star ocean mmo or something but not here
    https://www.youtube.com/watch?v=BpuQ_NEJDdA

    If the team was smart they would revert back to a slower style a combat since that's the style of combat that works best for this title and i'm sorry people but no matter how much you all want action combat it simply can't work for FFXIV as the game was never built with that in mind.
    (14)

  7. #7
    Player
    Liam_Harper's Avatar
    Join Date
    Feb 2018
    Posts
    3,470
    Character
    Liam Harper
    World
    Zodiark
    Main Class
    White Mage Lv 90
    I dislike ff14 combat. Not the encounter mechanics, they do fine there, but how the jobs play.

    That's just how it is for me. I feel like it's clunky, unresponsive, rigid and boring and full of tedious filler. Dps is just the same 1-2-3 with oGCD formula in different flavors. I hate that things like mitigation or interrupts have animation delays when you press them. I don't like that tank mitigation is just something you press a few times per fight. I don't like that many dps oGCD's simply exist for the sake of filling a rotation and having something to press. Why the heck don't pots and sprint queue yet.

    I complain about healers a lot and it's justified, but I main one because honestly dps and tanks are fairly bad in this game too.

    I feel like job design was awful this expansion and I'm not a fan of all the useless traits, useless aoe versions of ST oGCD's and "button you can press when you use a long cooldown" we got on otherwise unchanged jobs. I just can't feel excited to play the same jobs I've been playing for years, just with a new tedious filler button.

    Obviously this is all personal opinion and I respect if people love ff14 jobs. I also know the servers can't be overhauled and I like raids, so I play the game in acceptance of the poor combat. But that doesn't mean I have to like it. FF14 job combat just isn't good.
    (16)

  8. #8
    Player
    Asako's Avatar
    Join Date
    Aug 2014
    Location
    Gridania
    Posts
    362
    Character
    Asako Natsume
    World
    Lich
    Main Class
    Warrior Lv 100
    Healers need more damaging spells. Bring back Aero 3 and Fluid Aura pls.

    Tanks need some form of aggro responsibility, it's just too easy now, you look at the boss now and you have aggro. Tanks also need movement responsibilities back in savage raids. Most bosses reposition themselves now making most Tank movement pointless.

    Ranged DPS either need massive jobs to do in raids or give them damage to match other dps. Sick of hearing this mobility excuse from Square when even melee DPS can manage 98%+ uptime. Mobility isn't worth that much DPS in my opinion. It was fine back in the day when Ranged DPS had other roles to perform, [silencing mobs, kiting mobs, mp song, tp song...ect] but nowadays there is no excuse for them having so little to do. BRD/DNC/MCH are the most unfun jobs to play for me right now. I'll play them only if I really want to turn my brain off.

    Melee DPS - Can we please remove positionals in the open world when playing solo. I understand bosses and mobs having them in dungeons, trials and raids. Makes absolute sense but when it comes to the open world and when you are doing story missions it's criminal. Also not combat related but can we please for the love of god base NIN damage of STR instead of DEX. It's the only melee job that cannot share accessories with other melee jobs.

    Limit Break - Would be nice if they removed the dual job penalty for limit break in casual content. [Dungeons/Normal Trials/Normal Raids] For Savage and Extreme Trials I absolutely understand what they are going for, but not for quick match story content.

    All DPS/Tanks - Need to seriously cut the number of aoe buttons down. Aoe is such a small part of this game in the most boring content [dungeons]. We shouldn't have up to 4/5 buttons for aoes that don't have much use anywhere else. Looking at you Dragoon and Samurai.
    (3)

  9. #9
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,737
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    It all depends on how you feel, how tired you are, how well you can concentrate and disabilities. If you are tired you might just want to play a job with 1 attack but if you are alert and energetic you might want to play a job with a lot of different attacks. I make my selection based on that when I queue for something.

    A lot of skills, procs and positionals to manage can be interesting but it can become too complicated, especially when there are a lot of complicated mechanics to do, so there was job design in the past that pushed a lot of people away to the easier jobs.

    Sometimes it's not that a job is too complicated, but that it's too easy to mess it up. I think a really good example is how on Dancer you could interrupt Fan Dance III or overwrite all of their procs with Flourish. That isn't possible anymore.

    HUD layout and settings make the combat easier. A lot of people move their target, mini-map and status bars lower down, then enable legacy for movement. Trying to raid without these changes was much more distracting.

    I think the combat is good except for abilities, which should work better on higher pings.
    (1)
    In other news, there is no technical debt from 1.0.
    "We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
    https://youtu.be/ge32wNPaJKk?t=560

    Quote Originally Posted by Jeeqbit View Post
    Want to know why new content will never last more than 20 minutes? Full breakdown:

  10. #10
    Player
    Curemefi's Avatar
    Join Date
    Jul 2022
    Posts
    12
    Character
    Don Le
    World
    Kujata
    Main Class
    Summoner Lv 90
    I think pasting eyes on skill icons all the time and having less time seeing the boss with all the epic moves and the magnificent surroundings is quite a waste. It feels good looking at the moments that things happens in the fight with flexibility in combat choice is much more fun imo. In short, all the flashy moves and thrilling scenes of avoiding AOE, ect. are being overshadowed by the stress of pasting eyes on the skills icons. Specific mechanic such as job resource management is good though.
    (0)

Page 5 of 25 FirstFirst ... 3 4 5 6 7 15 ... LastLast