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  1. #1
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,635
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Dyvid View Post
    Every Job has an MP bar, why? Resource management hasn't been a party issue since SB.
    It's still used by many jobs including healers, casters, paladins and dark knights.

    Job Roles, do they need to be reexamined?
    Since the game is being made to work more for casual players than it used to, allowing jobs to do eachothers roles allows them to carry eachother if one is slacking and I think they seem content with this.

    But I hope they see that the job roles do seem to be overlapping. Tanks are supposed to protect the party, yet for some reason we have barrier healers who are supposed to do the same thing and DPS using Addle, Feint and other mitigation.

    Job Role homogenization. The further we go the similar a lot of jobs play.
    We used to have half as many jobs and I think by making 2 of each play the same, they could balance them as easily as they could in the past, so maybe this is their objective.

    ARR had unique playstyles for each job but now most tanks and most healers have the same design with minor tweaks to make them feel different.
    Tanks and healers always played relative similar.

    Even in ARR, WAR and PLD both had tank stance, their Thrill of Battle or Inner Beast/Rampart, Vengeance/Sentinel, Holm Gang/Hallowed Ground, a 1-2-3 enmity combo, Tomhawk/Shield Lob, Beserk/Fight or Flight and a stun.

    When AST released, it had a lot of the same things as WHM under a different name including Cure, Cure II, Esuna, Media, Medica II, Tetragrammaton, Stone, Aero, Holy, Raise and they cross-classed the same stuff.

    The rest got more unique, but you really only needed the things that were the same and could ignore the rest and get away with it.

    Quote Originally Posted by Deceptus View Post
    My personal opinion is his headspace is in designing FFXVI first and foremost and FFXIV is an afterthought, or simply left to his underlings.
    Yoshi-P is the producer of FF16, which involves "planning, coordination and management around the script and writing, casting, directing, and editing as well as finances, marketing, release and distribution." In other words, he oversees a spreadsheet.

    Someone else is the director, who oversees "artistic and dramatic aspects and visualizes the screenplay (or script) while guiding the crew and actors in the fulfilment of that vision" while also "choosing the cast members, production design and all the creative aspects".

    "The main difference between a producer and a director is that a producer will handle the business components", "while the director is mostly concerned with the creative aspects of the entire production". In other words, someone other than Yoshi-P is handling the day-to-day of FF16 and Yoshi-P is just doing the business side and marketing, but usually spends his time on FF14.

    It does seem like the B team has been developing the game for the past expansion or two.
    Team members left for FFXVI after Heavensward release, so this mythical "B team" has been working on the game since the beginning of Heavensward. If they are attacked for the last two expansions then they would also have to be for Stormblood and some of Heavensward's patch content.

    I mean, extremely simple things like basic potency math for upgrade abilities have been overlooked (Aero 2 being higher potency than Dia)
    It's not though.
    (0)
    Last edited by Jeeqbit; 01-02-2023 at 09:06 AM.
    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:

  2. #2
    Player
    Deceptus's Avatar
    Join Date
    Sep 2013
    Location
    The Goblet - 16th Ward, Plot 55
    Posts
    4,418
    Character
    Deceptus Keelon
    World
    Behemoth
    Main Class
    Sage Lv 90
    Quote Originally Posted by Jeeqbit View Post
    It's not though.
    My bad, they were the exact same potency in 6.1 but Dia (gained at lvl 72) had double the MP cost as Aero 2 (gained at 46)



    Just shows there's not quality checks when it comes to healer stuff. It's fire and forget and damn the consequences.

    Any competent WHM would have seen that glaring obvious issue. Like I said in my previous post, it's basic math.
    (2)
    Last edited by Deceptus; 01-02-2023 at 09:32 AM.

  3. #3
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,635
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Deceptus View Post
    My bad, they were the exact same potency in 6.1 but Dia (gained at lvl 72) had double the MP cost as Aero 2 (gained at 46)
    The MP cost of Aero II but not Dia was reduced in 6.1, but since it's a level 46 attack, we can speculate on the reason why. Maybe MP management was a little harder at that level without Assize and Thin Air.

    The potency does look to have been an oversight, because in 6.11 it was resolved. They didn't seem to change the potency from Shadowbringers and probably overlooked it because it's a lower level version.

    "An issue wherein the conjurer / white mage PvE action Aero II base potency and damage over time potency were set higher than intended."
    (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:

  4. #4
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,863
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Jeeqbit View Post
    [MP is] still used by many jobs including healers, casters, paladins and dark knights.
    To be fair, outside of wonkily soft-capping rezzes, it'd be irrelevant on all healers and casters save for BLM if not for the button-bloat of hitting Lucid Dreaming on CD and serves no difference in function from shared Holy Spirit/Clemency or Edge/Flood charges (and CDR instead of MP on Riot Blade, Prominence, and Atonement).
    (5)

  5. #5
    Player
    dspguy's Avatar
    Join Date
    Aug 2013
    Posts
    1,667
    Character
    Jain Farstrider
    World
    Leviathan
    Main Class
    Marauder Lv 100
    Quote Originally Posted by Jeeqbit View Post
    Tanks and healers always played relative similar.

    Even in ARR, WAR and PLD both had tank stance, their Thrill of Battle or Inner Beast/Rampart, Vengeance/Sentinel, Holm Gang/Hallowed Ground, a 1-2-3 enmity combo, Tomhawk/Shield Lob, Beserk/Fight or Flight and a stun.
    All 4 tanks play so similarly. I touched on this on another thread. It isn't that difficult to align your hotbars for all 4 tanks to be able to swap from one to the other seamlessly.

    https://docs.google.com/spreadsheets...it?usp=sharing

    Who knows what the PLD changes will bring, but we really just have 1 tank that uses a glamoured weapon of your choice (axe, 2 handed sword, sword and board, etc) and abilities that essentially have a different name but near-identical functionality.
    (2)

  6. #6
    Player
    Ranaku's Avatar
    Join Date
    Mar 2019
    Posts
    1,196
    Character
    Echo Micacho
    World
    Raiden
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by dspguy View Post
    All 4 tanks play so similarly. I touched on this on another thread. It isn't that difficult to align your hotbars for all 4 tanks to be able to swap from one to the other seamlessly.

    https://docs.google.com/spreadsheets...it?usp=sharing

    Who knows what the PLD changes will bring, but we really just have 1 tank that uses a glamoured weapon of your choice (axe, 2 handed sword, sword and board, etc) and abilities that essentially have a different name but near-identical functionality.
    Their difference was in the stance tho, paladin had build in mitigation. War had more health and increased healing.
    (0)

  7. #7
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,863
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Ranaku View Post
    Their difference was in the stance tho, paladin had build in mitigation. War had more health and increased healing.
    If we're going as far back as to when any had stances (Stormblood and earlier)... they also had significantly more differences than just their stances.

    I'd still have said they could have used yet more differences, largely just by not screwing over their unique tools (see the self-cleanse that could barely cleanse anything, gauge costs tied to Cover... to balance out a fixed mitigation percentage attached to it instead of just using the higher %mitigation of coverer and covered, etc...), but that's a wee bit too tangential.
    (2)
    Last edited by Shurrikhan; 01-03-2023 at 05:58 AM.