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  1. #1
    Player
    Kikio_The_Blu's Avatar
    Join Date
    Apr 2023
    Location
    Gridania
    Posts
    7
    Character
    Kikio Kio
    World
    Mateus
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Renathras View Post
    You're asking for an extra spell for no reason other than having a second button to press. No interesting interactions, no skill expression, etc.
    I mean having two buttons to press like a mch rotation to keep uptime is more engaging than 11111111111 forever. Even if it adds nothing of value it adds interest to the class, and I would rather have a class be interesting than feel like im falling asleep piloting it in savages.
    (6)

  2. #2
    Player
    Semirhage's Avatar
    Join Date
    May 2015
    Posts
    1,704
    Character
    Nemene Damendar
    World
    Midgardsormr
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by ForsakenRoe View Post
    Mostly because going from 111 to 123 is not actually that interesting either. If they condensed the RDM 123 into one button, it's not going to suddenly be way more boring and ruin the class, right
    (I also think that compacting RDM's 123 into a single button is good because this game's janky 1995 netcode makes fast GCDs feel sticky, and I for one don't like losing my burst because Enchanted Riposte decided to double-swing)
    (2)

  3. #3
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,647
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by Semirhage View Post
    (I also think that compacting RDM's 123 into a single button is good because this game's janky 1995 netcode makes fast GCDs feel sticky, and I for one don't like losing my burst because Enchanted Riposte decided to double-swing)
    In general, I do want to see that become an option and let players choose to set combo buttons manually or condensed, but I actually feel like the condensed button can be jankier. I had to deal with the AT&T issues from the last couple weeks (finally seem to be fixed thank goodness), and playing as Dancer was actually really frustrating. So many buttons change, and the lag meant the game wouldn’t update when I hit something like Standard Step, so I couldn’t actually use my steps for like half a second until the game updated and changed my combo buttons into steps. And Improvised Finish which is already a pain in the ass to double weave was basically impossible.
    (0)

  4. #4
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,647
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by Sebazy View Post
    At this stage it's all learning experiences for them at least. SE forgetting to scale Misery up with Endwalker hopefully demonstrated that they need to consider healer kits as a whole with each new expansion. Tacking things on the end isn't enough. In the end WHM came out of it pretty well I think, as long as SE learnt from that it's all good.
    Even now there are still glaring oversights in healer potencies. Misery is just a flat 1240 potency—not 1160 that increases to 1240 at level 82, meaning it’s a raw 80 potency gain for ShB content. Meanwhile Toxikon, which is already a joke of an action as it is, is stuck at the 300 potency it starts with at level 66 even after hitting level 72 where Dosis II is 320 potency, making it and even worse scam than it already is.

    Holy starts out as a DPS gain on 2 enemies until level 72 where it’s suddenly a 10 potency loss on 2, and then at level 82 the upgraded Holy III is still a 10 potency loss.

    This really shouldn’t be hard to keep track of for healers. This is only a problem that healers have historically dealt with because they’re the only role subjected to their baseline DPS spell constantly increasing in potency because we aren’t allowed to have new DPS spells like every other job, even the tanks who also aren’t DPS jobs.
    (5)

  5. #5
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,367
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Cough Aero>Dia being a downgrade cough

    I think SE just does whatever for healers at this point, and then only changes things when JP goes 'hang on wtf is this inconsistency'

    Quote Originally Posted by ty_taurus View Post
    the only role subjected to their baseline DPS spell constantly increasing in potency because we aren’t allowed to have new DPS spells like every other job, even the tanks who also aren’t DPS jobs.
    Imagine the outrage of, idk BRDs, if one of the 5 'new expansion thing' slots (this time it's 82,84,86,88 and 90) was dedicated to 'your Heavy Shot is now Burst Shot and it does more damage'. They got that in SHB yes, but imagine if it was every expansion. We get 'new rank of nuke/dot/maybe the AOE' at 92, a trait at 94, a new healing OGCD that is surplus to requirements (again) at 96, a CD reduction or extra stack of something at 98 (ie, WHM finally gets 2 charges of Tetra), and 100 will be some exceptionally cool looking skill VFX wise, but it's a tossup about how useful it'll actually be, since this expansion we got 3 'big heal' skills and a mit-with-a-twist

    Imagine if PLD was like:
    92: Fast Blade becomes Quickblade, does 10 more potency
    94: Trait, Intervention now receives 75% of the effect of Rampart/Sentinel instead of 50%
    96: New skill, Requiescat but it's AOE
    98: Trait, Shield Bash now deals 200p instead of 100 (no, they haven't deleted it yet)
    100: New skill, a new short-CD defensive that costs MP to put a barrier on yourself equal to 25% of your Max HP. Called 'The Brightest Day', all similarities to other skills are coincidental

    It'd be a more limp, low energy, zero hype job action clip than the EW SCH one with Expedient's reveal
    (2)

  6. #6
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,647
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by ForsakenRoe View Post
    Cough Aero>Dia being a downgrade cough

    I think SE just does whatever for healers at this point, and then only changes things when JP goes 'hang on wtf is this inconsistency'



    Imagine the outrage of, idk BRDs, if one of the 5 'new expansion thing' slots (this time it's 82,84,86,88 and 90) was dedicated to 'your Heavy Shot is now Burst Shot and it does more damage'. They got that in SHB yes, but imagine if it was every expansion. We get 'new rank of nuke/dot/maybe the AOE' at 92, a trait at 94, a new healing OGCD that is surplus to requirements (again) at 96, a CD reduction or extra stack of something at 98 (ie, WHM finally gets 2 charges of Tetra), and 100 will be some exceptionally cool looking skill VFX wise, but it's a tossup about how useful it'll actually be, since this expansion we got 3 'big heal' skills and a mit-with-a-twist

    Imagine if PLD was like:
    92: Fast Blade becomes Quickblade, does 10 more potency
    94: Trait, Intervention now receives 75% of the effect of Rampart/Sentinel instead of 50%
    96: New skill, Requiescat but it's AOE
    98: Trait, Shield Bash now deals 200p instead of 100 (no, they haven't deleted it yet)
    100: New skill, a new short-CD defensive that costs MP to put a barrier on yourself equal to 25% of your Max HP. Called 'The Brightest Day', all similarities to other skills are coincidental

    It'd be a more limp, low energy, zero hype job action clip than the EW SCH one with Expedient's reveal
    I quite literally mocked up that Paladin in the other thread earlier this morning, funnily enough.
    (1)

  7. #7
    Player
    Zeastria's Avatar
    Join Date
    Jan 2023
    Location
    ¯\_(ツ)_/¯
    Posts
    507
    Character
    Nathaniel Lenox
    World
    Twintania
    Main Class
    Scholar Lv 100
    FFXIV have a hidden difficulity curve through the various jobs..
    If you find a role easy and boring play..
    it can be because you're playing one of the easier one ( jobs ment for entry to new players)
    How about playing a more advanced job?
    (1)
    SCH/AST/DNC/VPR/SMN

  8. #8
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,558
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Zeastria View Post
    How about playing a more advanced job?
    I know this might be a good answer, but it kinda sucks at the same time... Like, I play Dancer mostly because I love the job fantasy a lot, and I don't get that same feeling playing Ninja, whenever I want something more complex.

    So it kinda sucks when your favorite job doesn't give what you want or need.
    (4)

  9. #9
    Player
    Sebazy's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    3,468
    Character
    Sebazy Spiritwalker
    World
    Ragnarok
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Zeastria View Post
    FFXIV have a hidden difficulity curve through the various jobs..
    If you find a role easy and boring play..
    it can be because you're playing one of the easier one ( jobs ment for entry to new players)
    How about playing a more advanced job?
    Does that really ring true with healers anymore though?

    If we compare vs WHM:

    SCH's increased difficulty comes down to needing more proactive vs reactive, you need some fight knowledge to shine. However even that isn't really what it used to be. ARR SCH used to have objectively weaker and slower healing throughput than WHM. If you played reactively you could genuinely struggle. Now that's just not the case as the holes in the kit have all been plugged. A well played SCH isn't easier, they are just more efficient with GCD usage (More broils basically). Challenge doesn't really come into it.

    AST is much the same, they used to have weaker raw healing throughput and less of an emphasis on personal DPS but with highly variable and erratic cards to make up for it. Now the variance is mostly gone, replaced with fluff variables that barely matter. The challenge now boils down to: Can you do your 2 minute burst rotation whilst also handling the mechanic that's probably happening in the middle of it. That's a fine challenge for Savage, not so much for Extremes and certainly not in anything below where CD alignment is probably a disorganised mess anyway.
    (8)
    ~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~

  10. #10
    Player
    WaxSw's Avatar
    Join Date
    May 2019
    Posts
    659
    Character
    Waxillium Larede
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Zeastria View Post
    FFXIV have a hidden difficulity curve through the various jobs
    It doesn't and in an mmo with weekly locked gear it shoudn't ever be that. I'm not saying there aren't easier and harder jobs but a difficulty curve is something that you're supposed to go through and there are no jobs in this game meant just for entry level that you're supposed to ditch later on... with an exception.

    it can be because you're playing one of the easier one ( jobs ment for entry to new players)
    And that exception is CLASSES. The jobs meant for entry level are classes, which is why they stop getting new skills, they lack core mechanics of the jobs they evolve to and change once you reach level 30 and equip the job stone. Outside of clases there shoudn't be a case of people being forced to leave a level 90 job because its skill ceiling is almost at the same level as its floor, that is plain bad design.

    How about playing a more advanced job?
    Beacuse there are no such a thing in the case of the healer roles. In the case of healers all are braindead and extremely similar, besides, once again, this game has weekly capped loot and gear so being forced to change to other job just because there is no skill ceiling is bad design

    like don't play with premades(friends),play with randoms / new players ect..
    yikes, stop playing with friends in an MMO just to enjoy a job, if that doesn't scream that something is terribly wrong idk what else to say.

    Do harder content.. (make the game harder on yourself)
    You mean the hard content like ultimates which has been cleared (all the fights) with 1-0 healers? and that's ignoring how those hard fights are less than 20% of the content of the game, having an unenjoyable design in the remaining 80% of the game is, repeat with me, bad design.


    Edit: Just an extended thought I had with the whole entry level jobs and how absurd it is. Jobs change over time and in the case of healers and other like smn they go from having a non entry level job difficulty to an entry level job that goes nowhere because that advanced playstyle is no longer present in the game, What are those players supposed to do? Stop playing the game? Start over and ditch all their experience?
    (7)
    Last edited by WaxSw; 06-10-2023 at 07:04 AM.
    Quote Originally Posted by IttyBitty View Post
    Emnity management is a group responsibility, HP management is a group responsibility, Mitigation is a group responsibility ,DPS is a group responsibility
    Anybody saying "I only want to <x>" just tells me they are lazy and selfish.

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