About one of the few times every action matters, I had a lot of fun when it came to Neo Exdeath, God Kefka (though only Warrior can do it I think?) and Chaos as few examples.
About one of the few times every action matters, I had a lot of fun when it came to Neo Exdeath, God Kefka (though only Warrior can do it I think?) and Chaos as few examples.
True, but I've found them fun soloing leveling dungeon bosses as well because of the tight sync. Novice tanks just get destroyed in that situation a lot.
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
Yeah, I'm a RDM main but I maxed and geared up my WAR for solo stuff.
Grinding/lvling in Eureka - grabbing 10 mobs and AoEing them to death is so much fun (while self-healing myself like crazy).
AoE grinding FATEs for quick Bicolor Gemstones.
Solo farming group treasure maps.
Professional lurker.
I'm getting BiS this tier mostly because I want to see what stuff I can solo now.
I disagree, I had the most fun when tanks were actually tanks, and not dps who can heal and take lots of incoming damage.
They've really ruined the role for me. It was at its best in 2.0 honestly. It's gone downhill from there.
I was worried all the changes would make me feel that way, especially the removal of stance dancing, but it didn't. I still really enjoy tanking.
Being able to throw flash or TBN on people, or use reprisal or raid-wide mit when they are about to die is great, because you know you saved them and protected the party which is the tank's job. We didn't used to have most of that - reprisal, raid-wide mit, short CD abilities, these were what we were given as other things got taken away.
As much as it feels unfair to healers, being able to survive without a healer's help feels really good. There's a reason people get so excited at WAR+3 dps dungeon runs. Because it is, actually, fun.
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
Subjective statement.
The most interesting combat content to me is PvP, solo'ing old content overpowered (either as a tank or blue mage, honestly I enjoy tank more than blue mage BUT I believe if SE can add more interesting spells, particularly kit/style building, that blue mage will be a strong contender), and then MSQ content when not everyone knows what to do (myself included, 500th repeat on MSQ content is yawn fest unless someone is terrible.. which actually makes it more exciting lol).
Unless I decided to become a streamer or a group of absolute death machines invited me I have no intention of touching any savage or ultimate content when it is current, just sounds like pulling nails and teeth out. When someone on the forums was like 10 hours progression minimum, I was like 'oh lord that sounds awful'. Naturally that's just my style, it's fine others like that- but given I have about 2 hours a week and exclusively play DF (which has less gameplay quality control, and probably lower gameplay quality average)... those harder contents are just an actual waste of gameplay time.
In terms of /most fun/ though I would say a dungeon or alliance gone horribly wrong as a tank can be really fun as you go from 4 / 8 group content to 1 man machine. Tanking the last few % or absorbing critical damage for another player and saving the entire run is quite fun. It's like being able to chain raise the party as Red Mage and that be the reason why you win.
I'm actually fine with the sustain buffs to tanks because it makes this type of solo fun more possible, and I really appreciate and enjoy that most content becomes solo-able (and gently push for things like that to be more and more possible, ideally in a fun way... not just 1 shot, but reasonable pace with reasonable gameplay mechanics). That said because of that I also strongly support improving Healer kits to be more fun with that in mind... as in general healers are less valued as everyone is stronger / plays better, and so they should be adjusted so their value is not damaged so strongly (my suggestion is to add SCH and SGE to offensive support / combat style and WHM / AST to defensive support (buffing) / combat style- equal approximately in potency gains in combat just different methods to do that).
Last edited by Shougun; 06-05-2023 at 06:48 AM.
I don't miss the "Tank should've use the STR accessories with VIT melds" thing back in ARR till SB to be honest...
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