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  1. #41
    Player
    Leira_Raine's Avatar
    Join Date
    Mar 2011
    Location
    Limsa, Land of the Pirates!
    Posts
    276
    Character
    Talia Renton
    World
    Hyperion
    Main Class
    Lancer Lv 70
    Only wanting to throw my two cents:

    Here in my mind, I found that, "The journey is more important than the destination." I'm sure most of you have heard of this saying, and after getting to 50, it is actually quite true. I LOVED exping in 14. Endgame I feel like there is no more progression, and I feel lost. Not to mention not a lot of people seem to want DRG for their endgame events (people would then say level something else, but I wanted to play the game with my favorite classes of all time, even in endgame). The journey was the most fun I have had in this game. I was always competing with a close friend, or just giggling and laughing through deaths. But after all that, it feels like, what now? I did all the story quests I needed to do. I tried leveling other classes, but it just does not feel the same. Honestly, I like the leveling progression. I do not powerlevel or have anything to do with it, and I do not get into grinding parties. It wasn't fun before on other servers, and it won't be fun now now or in the future.

    OP, I totally agree with you. I say do not make the leveling slower or faster, but throw in more challenges along the way (which they are planning to do anyway, so I'm happy).

    I also do not care about overleveling for anything to the point that it makes a challenge too easy. I'm not in FFXIV for the endgame, I'm in it for the journey to that with my friends.
    (4)
    C'est Vie ou Mort!

  2. #42
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Leira_Raine View Post
    Endgame I feel like there is no more progression, and I feel lost.
    The game has nowhere near the amount of content needed for "progression". We don't have a 10-man Stratholme, a 20-man Dire Maul, 40-man Molten Core, AQ20 and AQ40, 40-man Naxxrammas and so on.

    Not to mention not a lot of people seem to want DRG for their endgame events (people would then say level something else, but I wanted to play the game with my favorite classes of all time, even in endgame).
    This is more due to encounter and class balancing still not being near ideal and old habits from this community not dying as quickly as they should.
    (1)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  3. #43
    Player
    Churchill's Avatar
    Join Date
    Jun 2012
    Posts
    513
    Character
    Chad Thunderkoch
    World
    Hyperion
    Main Class
    Marauder Lv 70
    The more classes you guys want them to add (I want none), the harder it will be for them to balance their usefulness, in turn more of the available jobs will be left out of events. Dungeons aren't easy, and efficiency is always going to be king.

    That said, having only one job available for end game hurts you even more. Most strategies rely on many people changing jobs mid raid, the inability to do that makes you far less useful than if you had DRG+THM/ARC or DRG+MRD.

    You could add 15 more jobs like XI, and still 8 or so would be used.
    (1)

  4. #44
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Churchill View Post
    The more classes you guys want them to add (I want none), the harder it will be for them to balance their usefulness, in turn more of the available jobs will be left out of events. Dungeons aren't easy, and efficiency is always going to be king.
    This depends on the approach to balancing. If you sacrifice functionality for "uniqueness" (the way FFXI does), then yes you're going to have the "ace jobs" that everyone wants to end game and the "lol jobs" that are nothing but fodder and just something for you to level.

    I'm more in favor of creating rosters for the different roles in the group to give people at least a semblance of real choice. If the tanks are WAR-PLD-SAM-BST, healers are WHM-Green Mage-Geomancer, melee DPS are DRK-THF-RDM(!)-DRG-MNK, and ranged DPS are BRD-BLM-RNG-COR, and balance them to perform near equally, there's less of a chance of people neglecting jobs. As I've often mentioned, there's a joy derived from playing the class/spec/job that you like in the content that matters.
    (2)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  5. #45
    Player

    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    422
    You want middle-level content?! It's easy! Put capped events (CoP). But I don't think it's a good argument say that because there is no interesting (Totorak?! LOL) mid-level content so you should hit 50 as soon as possible...
    (0)

  6. #46
    Player
    darkstarpoet1's Avatar
    Join Date
    Mar 2011
    Posts
    3,305
    Character
    Darkstar Poet
    World
    Excalibur
    Main Class
    Carpenter Lv 60
    Quote Originally Posted by Enma View Post
    You want middle-level content?! It's easy! Put capped events (CoP). But I don't think it's a good argument say that because there is no interesting (Totorak?! LOL) mid-level content so you should hit 50 as soon as possible...
    toto-rak has more involved in it and is actually more interesting than any of the higher level dungeons
    (1)


    http://crystalknights.guildwork.com/

  7. #47
    Player
    Scotchio's Avatar
    Join Date
    Apr 2011
    Location
    Ul'Dah
    Posts
    73
    Character
    Scotchio Calidus
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 80
    It's not just the levelling speed. (I would like it to be a bit slower).

    But I would prefer to party on single mobs that take some time to kill. At the moment we have combo's and most mobs in these "group mob" xp parties aren't often alive long enough to pull off a full combo.

    And they want to re-introduce Battle Regimens, like skillchains. The current xp mobs would never be alive long enough to do them.

    I don't want to only use them on boss fights. I would prefer longer battles in xp parties. With a balanced party. With having different melees to skillchain (Battle Regimen) and mages to Magic Burst (or what ever the FFXIV equivalent might be).

    Even in FFXI, it turned into a weapon skill spam. I just really enjoyed the times with a balanced party, Skillchaining and magic bursting, was so much FUN.
    (6)

  8. #48
    Player
    Churchill's Avatar
    Join Date
    Jun 2012
    Posts
    513
    Character
    Chad Thunderkoch
    World
    Hyperion
    Main Class
    Marauder Lv 70
    That type of exp was only used because the combat, TP, and pDIF/Level correction system was designed so poorly and our gear was so bad and irrelevant.
    (0)

  9. #49
    Player
    Soukyuu's Avatar
    Join Date
    Mar 2011
    Posts
    2,086
    Character
    Crim Soukyuu
    World
    Ragnarok
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by darkstarpoet1 View Post
    toto-rak has more involved in it and is actually more interesting than any of the higher level dungeons
    That aside, the real reason we don't have low-to-mid level content is because the game faceplanted at launch, so the only people left were high level ones. low-to-mid level content was sacrificed to keep current players playing.

    This is going to change with 2.0, hopefully, where they will aim the content at all levels - meaning it will be worth it to actually do some lower level content, so the current leveling pace (without the PL) is perfectly fine.

    The problem is one of the recent interviews mentioning Yoshida-san saying something about FASTER leveling speed than we have now. We don't really need a faster pace, as the player poll confirms. Maybe he was talking about adjustments, we will see.
    (0)

    [ AMD Phenom II X4 970BE@4GHz | 12GB DDR3-RAM@CL7 | nVidia GeForce 260GTX OC | Crucial m4 SSD ]

  10. #50
    Player
    Deltara's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    444
    Character
    Deltara Delettre
    World
    Hyperion
    Main Class
    Pugilist Lv 51
    Quote Originally Posted by Scotchio View Post
    It's not just the levelling speed. (I would like it to be a bit slower).

    But I would prefer to party on single mobs that take some time to kill. At the moment we have combo's and most mobs in these "group mob" xp parties aren't often alive long enough to pull off a full combo.

    And they want to re-introduce Battle Regimens, like skillchains. The current xp mobs would never be alive long enough to do them.

    I don't want to only use them on boss fights. I would prefer longer battles in xp parties. With a balanced party. With having different melees to skillchain (Battle Regimen) and mages to Magic Burst (or what ever the FFXIV equivalent might be).

    Even in FFXI, it turned into a weapon skill spam. I just really enjoyed the times with a balanced party, Skillchaining and magic bursting, was so much FUN.
    You have summed up my feelings nicely.

    We are given all sorts of cool abilities to use and the mobs are all dead before we can use them. The Twelve forbid we have an additional effect that is a debuff. What's the point in putting slow on a mob, (or pacification, or dispel, etc) when it dies in less than 10 seconds because that is the "intended" time for an encounter.

    Mob difficulty (or at the very least, their hit points) should be increased, in turn increasing the capability of pty members to use their abilities while xping. Before you argue that xp would be shut down, it would be perfectly fine under this system to increase xp awards.

    Instead of fighting 8 monsters in 30 seconds for an average 1000 xp each, i would rather fight 1 monster for 2 minutes for 15k xp. (or however they would choose to balance the real numbers.)
    (5)

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