 
			
			
				Remember how much fun Dun Scaith was on day 1? How every job was actually hard to play and had dots to manage and the combat mechanics were actually interesting and engaging?Me neither, and all they were teasing in the fanfest was style over substance material.
Sure, i'd love to use multiple dyes but that'll keep me busy for maybe 10 minutes and then what? Where's the content? Am i just expected to dress up my character and then wait for my sub to run out? The jobs are all homogenised and are becoming increasingly dumbed down to where i don't want to play them anyways, and there's no content to take them into besides completely braindead dungeons and raids.





 
			
			
				Ahh yes, the days where every job had a dot on a 30 sec cd which you just pressed whenever it was up. So engaging and difficult.
I wouldn't say jobs were more difficult back then. They were just not very intuitive and annoying. DRG in 3.x was one of the worst iterations of the job, outside of it getting 1-shot by raid wides in coil because of low mdef.
Mechanics weren't that much more interesting either. It's just that the game was still fairly new so mechanic types hadn't been exhausted yet.
You'll note many mechanics were still donut/away from boss aoes. Tank busters. Towers. Stacks/spread. Knock backs. Prox aoes.
I love dun scaith, but its difficult because people just don't learn. Not because it was hard.
Last edited by Valkyrie_Lenneth; 01-09-2024 at 04:58 AM.
 
			
			
				Play something else, old job design would have killed the game

 
			
			
				Is this the daily "this game sucks" thread?
 
			
			
				You don't think HW jobs were harder to play optimally than EW jobs?Ahh yes, the days where every job had a dot on a 30 sec cd which you just pressed whenever it was up. So engaging and difficult.
I wouldn't say jobs were more difficult back then. They were just not very intuitive and annoying. DRG in 3.x was one of the worst iterations of the job, outside of it getting 1-shot by raid wides in coil because of low mdef.
Mechanics weren't that much more interesting either. It's just that the game was still fairly new so mechanic types hadn't been exhausted yet.
You'll note many mechanics were still donut/away from boss aoes. Tank busters. Towers. Stacks/spread. Knock backs. Prox aoes.
I love dun scaith, but its difficult because people just don't learn. Not because it was hard.





 
			
			
				Harder to play due to annoyances.
This is like people using dark souls as an example of difficulty.
The jobs themselves were janky in 3.x because they made literally everything annoying in 3.x.
You'll note that it basically killed the raid scene back then and they decided not to do that again.
I consider job design in 3.x frustrating, not fun.
Let's flip this another way, what did you think was difficult about jobs in 3.x, and what did you like about that design?



 
			
			
				There were other issues affecting the raid scene at the time it was really not solely down to the way the jobs functioned. We were also limited to a small pool of raiders, no pf, we had to wait between pulls for cooldowns etc I'm not saying there weren't problems although I find the term jank so vague it's hard to know exactly what it is you have an issue with. But I do wonder how different things would have been if they playerbase had access to basic qol things like cooldowns and cross world pf. I don't think HW was the peak or anything I just think the job iteration gets the brunt of the the bad rap when there were more glaring issues that just pissed everyone off.Harder to play due to annoyances.
This is like people using dark souls as an example of difficulty.
The jobs themselves were janky in 3.x because they made literally everything annoying in 3.x.
You'll note that it basically killed the raid scene back then and they decided not to do that again.
I consider job design in 3.x frustrating, not fun.
Let's flip this another way, what did you think was difficult about jobs in 3.x, and what did you like about that design?





 
			
			
				There were other issues affecting the raid scene at the time it was really not solely down to the way the jobs functioned. We were also limited to a small pool of raiders, no pf, we had to wait between pulls for cooldowns etc I'm not saying there weren't problems although I find the term jank so vague it's hard to know exactly what it is you have an issue with. But I do wonder how different things would have been if they playerbase had access to basic qol things like cooldowns and cross world pf. I don't think HW was the peak or anything I just think the job iteration gets the brunt of the the bad rap when there were more glaring issues that just pissed everyone off.
We had pf in 3.x, just not cross world. As for the cd thing, we had that in 2.x and the raid scene was pretty healthy then. The coil entrances were always busy, and I was on Balmung at the time.
And I say they were janky because skill alignments and burst windows were wonky back then. I use DRG as an example because blood of the dragon was really terrible back then. Gierskogul reduced the time it was active by 10 seconds and the timings were weird. It was not intuitive.
Doesn't mean it was difficult to play. It was annoying.
Last edited by Valkyrie_Lenneth; 01-09-2024 at 08:41 AM.



 
			
			
				My bad meant to clarify both times i meant cross world and it was late into the patch cycle. We definitely still had to wait between wipes for cooldowns to reset during Heavensward. upwards of 5 minutes between wipes. The jobs had issues but the enforced time out between wipes in savage combined with the difficulty of the fights, and the job "jank" whatever that means were all a contributing factor.





 
			
			
				My bad meant to clarify both times i meant cross world and it was late into the patch cycle. We definitely still had to wait between wipes for cooldowns to reset during Heavensward. upwards of 5 minutes between wipes. The jobs had issues but the enforced time out between wipes in savage combined with the difficulty of the fights, and the job "jank" whatever that means were all a contributing factor.
Yes but 2 of those factors (lack of pf and waiting between pulls) existed in 2.x, that was my point.
The fights being over-engineered didn't help either. So chock it up to janky combat then.
And jank means "not working very well"
Last edited by Valkyrie_Lenneth; 01-09-2024 at 08:58 AM.
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			 Originally Posted by GoatOfWar
 Originally Posted by GoatOfWar
					
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