[QUOTE=Noumenon;6347394
And dangerous trash exposes how extremely clunky tanking is in FF14. Dragging any monster should not require so much effort. It is truly bewildering to me how no one has ever commented on how dragging mobs, especially mobs with invisible casts (especially noticeable in PotD if you play a melee/tank), is extremely, extremely bad. And I wonder how much of the design is limited because of this atrocious engine..[/QUOTE]
I dunno dude, it's just kinda one of those things that you get used to. I feel like you could say the same about the fact that you can only weave so many oGCDs without clipping your GCD because animations have a certain amount they must play.
It's kinda like saying Super Mario Bros. 3 is strictly better than Castlevania 1 cuz Simon can't change his direction in mid air like Mario can once he commits to a jump.
At some point it just becomes emergent gameplay, which is partially why I think folks don't comment on it too much. You can usually take advantage of it, too, from kiting to slightly delaying certain mechanics because of movement. They certainly have stopped commonly designing encounters where adds and positioning are a thing, or bosses without giant hitboxes, so you can probably read that as them agreeing with you if you will, but I think you could also just read that as and number of other things that make players feel better easily getting full uptime/positionals and it's just part of the reason design has shifted to how it is now.
Personally, I don't mind it and I relish the variety. You're right about everything being pretty scripted, down to the trash encounters though. Even things like the wind sprite movements, which is kinda lame. And screw tab-targeting; despite what I just said about emergent gameplay that's just wrestling with the controls and is just awful in FFXIV.
Honestly, I wouldn't mind if they went back to how they implemented hard modes for Criterions and just made them tough reworks of basic dungeons with alternate paths. Throw a short reason why we're there again story and just let the battle designers go to town, cuz the interview makes it sound like they take a lot of work because of all the environments and animations (no doubt), but most of what I enjoy about them is that they're small group and feel fresh and challenging. Maybe they could make them less costly to make if they didn't include all that overhead. I dunno about everyone else, but I'd rather get more Criterions per expansion with semi re-used environments if they could keep the trash and bosses as fun to play.
I think the mechanics on Criterion as a whole have been much better than Savage this expansion, whether that's cuz they don't bog the fights down in 5 minutes of 'teaching' before the fight really starts or because most actions aren't as predictable with 'you're a healer, therefore stack marker goes on you' I dunno.


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