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  1. #21
    Player
    Eisi's Avatar
    Join Date
    Feb 2021
    Posts
    572
    Character
    Eiserne Sternschnuppe
    World
    Shiva
    Main Class
    Monk Lv 90
    Quote Originally Posted by Noumenon View Post
    Actually there's a very easy solution:

    Give all melees something in their kit that is optimal to use when they're forced to disengage. Ninja has Raiton and Suiton which they can use at range and is already part of their natural rotation. What about the other melees? Dragoon has Wyrmwind Thrust in PvP, why not put that in PvE?
    Yeah I agree with this. Monk has Meditation, Six Sided Star and Anatman, Samurai has Yaten and Improved Airslice thingy and uh Meditation as well but Anatman-style but better. Reaper has that one cast and Dragoon has nothing I think. These are all great tools for downtime.
    (1)
    Last edited by Eisi; 09-10-2023 at 12:36 AM.

  2. #22
    Player
    Renathras's Avatar
    Join Date
    Dec 2014
    Posts
    2,747
    Character
    Ren Thras
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Am I the only one that misses the days in MMOs where people actually used ranged attacks, like when Onixia was flying around in Vanilla WoW and even the WAR tank pulls out their autoattack stat stick bow to do chip damage to her?

    Every Job in this game besides MNK has a ranged attack. And even there, for long disengages, you can use Howling Fist/Enlightenment for that (even if it's clunk as hell and a DPS loss VS FULL UPTIME to do so, it's still damage while disengaged IF fights actually had extended disengage times). A lot of Jobs also have DoTs they can slap on the enemy to do damage, or have other disengage options (for example, NIN has Ninjutsu and Phantom before they need to revert to Throwing Dagger; and if they DID have super long disengages, Hellfrog can be used once they generate enough Ninki from Throwing Dagger, giving a pseudo-ranged "rotation", too).

    Just give MNK a slightly more accessible ranged attack and we can go back to times where using ranged attacks makes sense. Right now, they may as well not be on anyone's bars other than Tanks for pulls, and PLD practically doesn't need that since Holy Spirit exists.

    .

    I dunno, I thought those were neat times in MMOs. Would be neat for that to come back.
    (3)

  3. #23
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,831
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Renathras View Post
    Am I the only one that misses the days in MMOs where people actually used ranged attacks, like when Onixia was flying around in Vanilla WoW and even the WAR tank pulls out their autoattack stat stick bow to do chip damage to her?

    Every Job in this game besides MNK has a ranged attack.
    Yes and no? I can't say I'd particularly enjoy having nothing to do but deal near worthless white damage for a phase or, more likely, my number of job/role choices being significantly reduced for the given fight, but I would enjoy a bit more phasal distinction short of consequences like those.

    Note also that in early WoW, the ability to switch between classes was at a minimum, so it made sense not to worry so much about bringing the best classes one could for the given situation. Try that in XIV, though, and unless you similarly gimmick out the fight to offer roughly equal (dis)advantage to ranged jobs, you'd just bar melee from that fight (especially under the current relative value of LBs). Different community environments have different degrees of lenience in encounter design.

    A quick note: if we consider a ranged attack as potency that can be contributed regardless of range limitations, Monk also has a (limited-use count) ranged attack, of roughly 156 effective potency per GCD. It's just that it's capped to 2.5 GCDs at a time (with up to almost 4.5 GCDs disconnected from target when including SSS) before you need to get within at least 10 yards. So, not a ranged attack insofar as would meet your needs here, but enough to meet the needs of XIV encounter design.
    (3)
    Last edited by Shurrikhan; 09-10-2023 at 03:34 PM.

  4. #24
    Player
    Lieri's Avatar
    Join Date
    Apr 2021
    Posts
    347
    Character
    Valesti Nibelung
    World
    Tonberry
    Main Class
    White Mage Lv 90
    Fine. Keep your 2 mins meta. It is a lost cause at this point because its easier to maintain for the devs. Thats the real reason.

    But they need to walk away from insta wipe/multi damage downs mechanics when 1 player messed up in Savage. Fights that are recoverable (as long as the other players perform well) are far more interesting and raidwide damage down/insta wipe is just a lazy way to add artificial difficulty.

    One of the tedious thing about Savage (and yet they have always encouraged players to try it) is that you can do your utmost best but the moment one player screw up you get screwed up too.

    Keep those type of mechs for ultimates. Increase savage difficulty, increase individual responsibility without it screwing up another player that do them well.

    I might be biased since I only raid on PF and oh boy it is demotivating to suffer all of those above just to get a freaking book because the loot system is bad and you have to complete floors in order too even if you have completed them. This game is becoming more and more like a irl job.

    Loots are time gated and often the only reason to login, glams are gated (by mogstation), fights are tedious even when you do them well because in this game group responsibility > personal responsibility, jobs are carbon copies of each other, PF is slow and imbalance because of DC transfers, end game is hanging out in Limsa, cant add instance housing but Island is instanced per player. So outdated in its approach compared to most modern games.

    Almost as if they make things slow and tedious to add artificial values once youve completed them and to keep players subbed. I dont think most players genuinely play for fun anymore.
    (14)
    Last edited by Lieri; 09-10-2023 at 04:46 PM.

  5. #25
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Burst has always been important to this game. Trick Attack influenced openers design as early as Heavensward. Jobs with weaker burst or asynchronous windows have been typically been sidelined in favor of ones with 60s or 120s recasts. They've tried all those other design iterations before around burst, and they've all resulted in relatively static raid compositions where the usual jobs dominated over entire expansions.

    I can see the attraction in wanting to give healers some 'carry potential' as far as wipe recovery goes, but you risk creating fights that people end up clearing without actually understanding the mechanics for themselves, especially with some of the recent dps checks being so soft. Most people in PF know that if they overstate their progress the group will quickly disband if the team gets stuck before the stated progression wall. Don't worry about individual pulls or who does what mistake, focus on being extremely consistent in execution. Even if others are making mistakes, you will progress in PF if you are extremely consistent. Otherwise you will be the one to cause the wipe on that one pull where the stars align.

    On the subject of ranged-only uptime, no thanks. Quick melee disengages on the other hand, are a lot of fun (AMR/AMRS provide some great examples of this), simply because you need to be clever about movement tools to minimize downtime, and there's an element of danger around whether you squeeze that last GCD in or not.
    (4)

  6. #26
    Player
    Renathras's Avatar
    Join Date
    Dec 2014
    Posts
    2,747
    Character
    Ren Thras
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Lyth View Post
    I can see the attraction in wanting to give healers some 'carry potential' as far as wipe recovery goes, but you risk creating fights that people end up clearing without actually understanding the mechanics for themselves,
    I'm not sure "you didn't deserve the clear" is REALLY a good excuse for lazy encounter designs. Healers and tanks are brought to parties instead of just more DPS because they're supposed to be able to do those things. One reason there's so much discontent among healers (and the "1 button spam" caricature so prevalent) is that healing doesn't work well. Either the person screwed up and died or it's unavoidable raidwides which are taken care of by the oGCD healing plan. You never have that one person you need to adjust to Cure 2 on because if they take a hit, they're dead anyway. And then the party wipes because you fail the body check that comes right afterwards. EVERY NOW AND THEN you can save a person if you blow...a bunch of oGCDs (Aquaveil, Benison, Tetra), but that's still weaving between your one-button spam because there's no point in reverting to Cure 2 or Regen since the person will either die outright (regardless of what you do; and wipe the party) or the oGCDs will handle it and it's back to the 1 button spam.

    EDIT:


    Quote Originally Posted by Lieri View Post
    But they need to walk away from insta wipe/multi damage downs mechanics when 1 player messed up in Savage. Fights that are recoverable (as long as the other players perform well) are far more interesting and raidwide damage down/insta wipe is just a lazy way to add artificial difficulty.

    One of the tedious thing about Savage (and yet they have always encouraged players to try it) is that you can do your utmost best but the moment one player screw up you get screwed up too.

    Keep those type of mechs for ultimates. Increase savage difficulty, increase individual responsibility without it screwing up another player that do them well.
    I think what's even more egregious to me is how this plague has spread TO EXTREMES.

    In the past, Extremes were generally midcore and PF friendly content a step down from Savages since one person screwing up didn't often mean you couldn't clear the fight, it just meant other people would have to work harder. But in EW, Extremes have also taken on this Savage [VOICE=Buzz Lightyear]"Bodychecks. Bodychecks everywhere."[/VOICE] thing. It means if you have one person in your PF group that sucks or can't do one key mechanic, you may as well disband the PF since you aren't going to clear the fight. "Oh, someone in your group isn't good at Gales 2? Yeah, disband. That party can no longer clear the fight." While that could be true rarely in past expansion Extremes, it's EVERY SINGLE FIGHT in EW. Where in the past, Extremes were generally about personal responsibility and Savages about group, now Extremes also depend on the entire group to be on point as any one failing is often unrecoverable, even with healers and tanks using CDs and creative strategies (e.g. Tank invuln to eat two Limit Cut cleaves) just not cutting it.

    Not only that, it's often more than one, and often back to back. If a person died to Limit Cut in Diamond WEAPON, the towers right after adjusted down to the number of living players. If someone dies to Gales, the two person circles/light party stacks do not adjust. And you have THAT mechanic twice towards the end of the fight and parts of it (Gales by itself early, LP and 2 man stacks during the meteor things) in other parts of the fight) as well. Golbez is parallel with Emerald WEAPON, which did have some mechanics early on (the balls in stage 1) that need people alive, but not as rampant, and later in the fight, if individuals dropped (e.g. the sword + attacks) you could generally revive people and push through to recovery. You can't do that with Golbez between the meteor drops, the knockback/flare/stacks, and the Gales 2/3 2 man/LP stack in line mechanics. Emerald, despite being hard at the time, was FAR more forgiving.

    It's gutted the midcore and PF/PUG scene. I'm not sure if Savage shouldn't have them (since it always has been more group oriented) or not, and will leave that up to others to discuss, but Extremes definitely shouldn't, or not to this level of prevalence.
    (2)
    Last edited by Renathras; 09-10-2023 at 05:54 PM. Reason: Marked with EDIT

  7. #27
    Player Fourbestintoner's Avatar
    Join Date
    Sep 2015
    Posts
    758
    Character
    Melodiane Valerian
    World
    Masamune
    Main Class
    Black Mage Lv 42
    t b h, while I despise current job designs, maintaining uptime has never been hard, unless you were a complete baddie, even back in hw and sb, ive only lost uptime while I had to run to the wall, even then, it was only like 1 or 2 gcd, the most evil mechanic to this day remain demonic sand from o6s, I will never stop being mad at how arbitrary and vindictive it was.
    (0)

  8. #28
    Player
    Swordsman's Avatar
    Join Date
    Mar 2023
    Posts
    495
    Character
    Last Starfighter
    World
    Sargatanas
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Payadopa View Post
    The point of a feedback forum is to give feedback. Feedback has been given, now it's a designers turn to act on it. You can use that defense how often as you like, it's still a cop-out.

    I don't need to be a rocket scientist to realise that an exploding spaceship was probably faulty. It's that simple.
    Lol, that old tired fallacious argument where you have to be a qualified expert to give your opinion on something. It gets used a lot on these forums. When I gave my negative feedback of the EW MSQ I had plenty of people coming at me saying things like: "you're not a professional writer, you're not a dev, you're not a pro story critic, etc., so you can't criticize the MSQ." Yeah... great argument, lmao.
    (10)

  9. #29
    Player
    AngelCheese77's Avatar
    Join Date
    Sep 2017
    Location
    Gridania
    Posts
    1,001
    Character
    Bjartur Arnason
    World
    Coeurl
    Main Class
    White Mage Lv 97
    Quote Originally Posted by Renathras View Post
    Am I the only one that misses the days in MMOs where people actually used ranged attacks, like when Onixia was flying around in Vanilla WoW and even the WAR tank pulls out their autoattack stat stick bow to do chip damage to her?

    Every Job in this game besides MNK has a ranged attack. And even there, for long disengages, you can use Howling Fist/Enlightenment for that (even if it's clunk as hell and a DPS loss VS FULL UPTIME to do so, it's still damage while disengaged IF fights actually had extended disengage times). A lot of Jobs also have DoTs they can slap on the enemy to do damage, or have other disengage options (for example, NIN has Ninjutsu and Phantom before they need to revert to Throwing Dagger; and if they DID have super long disengages, Hellfrog can be used once they generate enough Ninki from Throwing Dagger, giving a pseudo-ranged "rotation", too).

    Just give MNK a slightly more accessible ranged attack and we can go back to times where using ranged attacks makes sense. Right now, they may as well not be on anyone's bars other than Tanks for pulls, and PLD practically doesn't need that since Holy Spirit exists.

    .

    I dunno, I thought those were neat times in MMOs. Would be neat for that to come back.
    Remember your ABCs… Always Be Casting!!!
    (0)

  10. #30
    Player
    DragonFlyy's Avatar
    Join Date
    Sep 2013
    Posts
    889
    Character
    Jasla Angelkin
    World
    Balmung
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Payadopa View Post
    The point of a feedback forum is to give feedback. Feedback has been given, now it's a designers turn to act on it. You can use that defense how often as you like, it's still a cop-out.

    I don't need to be a rocket scientist to realise that an exploding spaceship was probably faulty. It's that simple.
    Except everyone knows this isn't a feedback forum anymore. It's an echo chamber for those that hate the game, but still pay for the echo chamber.
    (2)

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