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  1. #121
    Player
    Aravell's Avatar
    Join Date
    Aug 2017
    Location
    Limsa Lominsa
    Posts
    2,008
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Colt47 View Post
    Well, it would help if we could make fighting a bit less about racing on DPS and a bit more about finding opportunities to hit the boss. They also need more randomization of the attacks, fairly advertise the attacks, and do this through all forms of content. The savage design is just too much of a dinosaur at this point.
    Unfortunately, with the design path they've chosen, there's no room for randomised mechanics.

    If they want to do heavily choreographed debuff vomit mechanics where you just do a dance for up to 30 seconds straight or you die, you can't fit much randomness into the mechanic or you'll very quickly find that you'll get an unsolvable pattern.

    If fights are going to have randomness again, the dev team will have to rethink their goal of forcing all fight complexity into the mechanics rather than splitting it 50/50 between fight and job complexity.
    (9)

  2. #122
    Player
    Nadda's Avatar
    Join Date
    Nov 2021
    Location
    Gridania
    Posts
    344
    Character
    Nadda Daweel
    World
    Louisoix
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Colt47 View Post
    Well, it would help if we could make fighting a bit less about racing on DPS and a bit more about finding opportunities to hit the boss. They also need more randomization of the attacks, fairly advertise the attacks, and do this through all forms of content. The savage design is just too much of a dinosaur at this point.
    You think so? Hm.
    I think there's already a good balance of that in high-end content.
    I feel like there's a healthy challenge in savage content. Though you might be more experienced than me so you may just be more acclimated to the difficulty.
    There's always chances for more surprises and curveballs ahead.
    (0)

  3. #123
    Player
    strawberrycake's Avatar
    Join Date
    Oct 2014
    Posts
    680
    Character
    Hazakura Sashihai
    World
    Seraph
    Main Class
    Reaper Lv 90
    Quote Originally Posted by Nadda View Post
    You think so? Hm.
    I think there's already a good balance of that in high-end content.
    I feel like there's a healthy challenge in savage content. Though you might be more experienced than me so you may just be more acclimated to the difficulty.
    There's always chances for more surprises and curveballs ahead.
    It's not a lack of difficulty acclimation or the presence of it, and more of the fact that the fights all have the same timeline for the most part, the mechs that happen are all different and a lot of what goes on in the fights are different. But tanks have to mit at a lot of the same points and healers have to heal at a lot of the same points. They also made all the bosses have huge hit boxes so getting uptime is a guarantee, as well as the 2 min meta forcing all of our buffs into a 2 min window.


    All fights are dps focused now over like they said, working for uptime and interacting with the fight in cool ways, and ofc while it's really a balancing act, it's leaning more towards the dps side of things atm.
    (3)
    Last edited by strawberrycake; 03-15-2024 at 12:29 AM.

  4. #124
    Player
    strawberrycake's Avatar
    Join Date
    Oct 2014
    Posts
    680
    Character
    Hazakura Sashihai
    World
    Seraph
    Main Class
    Reaper Lv 90
    Quote Originally Posted by Deceptus View Post
    A thread of mine from 4 years ago when they decided to stop giving out job information until they released the changes.

    Basically, they've been called out on their terrible job design choices in the past and they don't like it.
    Another instance of what I mean about the devs not liking feed back. And why they need to deal with them being wrong better.
    (2)

  5. #125
    Player
    strawberrycake's Avatar
    Join Date
    Oct 2014
    Posts
    680
    Character
    Hazakura Sashihai
    World
    Seraph
    Main Class
    Reaper Lv 90
    Quote Originally Posted by xbahax92 View Post
    I still dont understand why we're left in the dark on job kits. It's getting infuriating.
    I thought jobs are key selling points? And yet they remain silent on that part for way to long.
    He can tell me about difficulty as much as he wants, the new alliance raid were supposed to be challenging again. But hell, they are just a themepark where you're running from chest to chest.
    Just have faith : D, thats what everyones been telling me when I ask the same question.
    (1)

  6. #126
    Player
    Fawkes's Avatar
    Join Date
    Mar 2011
    Posts
    2,728
    Character
    Fawkes Macleod
    World
    Excalibur
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Fawkes View Post
    He's probably just talking about the relic again. I don't think this means we're getting harder content.
    https://www.reddit.com/r/ffxiv/comme...tsu_interview/
    (2)

  7. #127
    Player
    strawberrycake's Avatar
    Join Date
    Oct 2014
    Posts
    680
    Character
    Hazakura Sashihai
    World
    Seraph
    Main Class
    Reaper Lv 90
    Yeah the current point is theres more ways to add stress with it, which boils back down to him being vague about what he means, as there are many ways to add stress without difficulty.
    (2)

  8. #128
    Player
    Colt47's Avatar
    Join Date
    Jun 2011
    Location
    Uldah
    Posts
    1,809
    Character
    Kan Himaa
    World
    Balmung
    Main Class
    Gladiator Lv 100
    Okay so the thing I'm trying to get at is that this expansion was all about making mitigation much more important and having more lethal attacks. Fine, they can do that. So now how do we deal with the weird and inconsistent way that the game advertises attacks? To my point, in mount Rokkon one of the mechanics of the third route final boss has four ghoulish apparitions raise an arm and face different directions with no floor indicator. This is a huge problem they have with how they do the fights, because if people are trained to use the floor indicators as a means to avoid attacks, they aren't going to look at what the boss is doing. If this game never did this and all the attacks were primarily advertised via the bosses own movements, then those with the effects turned up might not even see the attack because of the over the top flashy visuals on the attacks. This is why in Savage so many people end up just turning off all effects because they got to observe what the boss is doing on top of the cast bar going off and trying to cross reference that with a normal mode mechanic.

    The first fix that all MMOs did for this was to enlarge the boss and this works most of the time because in typical western games, they don't have the issue of over the top flashy attacks. Most of the top end attacks are practical and have basic hit effects. In FFXIV, they went over the top on the attacks, so that is why they added floor indicators because no one could even see what weapon shiva was using back in her EX in ARR days. So to solve these problems they ended up making fights have a more scripted and timed event structure, so people who are busying being blinded by all the visuals can eventually tell via cast bar what is coming next and pre-position for it. A lot of the extra visuals are also meant to help with people trying to do their rotations right since it is fairly hard to get every single ability on an easy to access hot bar. Sometimes, people can even lose track of where the mouse is on the screen due to the effects! But then, many bosses do not have indicators from their own motions stating they are going to do X. So this means people learn from looking at the markers. Heck, people have to learn from looking at the debuff bars now as well because there's no indicator other than the debuff markers for some of these weirder attacks.
    (0)

  9. #129
    Player
    Aurox's Avatar
    Join Date
    Mar 2024
    Posts
    2
    Character
    Auryn Stormborn
    World
    Diabolos
    Main Class
    Gladiator Lv 95
    Yoshi-P didn't give examples of what he meant by more stress and better challenges. If he's talking about dungeons he killed that with the Trust System. Unless they are removing the trust system moving forward in Dawntrail. This could be the case if you go to the Dawntrail main page, you don't see the trust system as one of the features. Also the majority of players will not do stressful content if the rewards are not worth it. This is a constant problem with all MMO's. Players do not see the time investment into doing content where they keep wiping just for one reward whether it be a Weapon, mount, pet or tomestones (Especially when the game still has problems with lag/delay/Netcode). The Elitist's and streamers will do it, but they only account for less than 1 percent of the player base.

    All the developers need to do is look and see how many players have done Ulitmates, Savage and Unreal to see if its worth development time to change the game for 99 percent of players when they could be doing other things... like making the game more fun by reducing cooldowns that are over a minute, Making casters and healers more efficient at mobility while doing spells, Fixing ability bloat and rotation confusion, going to the map and seeing the quests in other zones instead of teleporting to the zone to see if there are quests there.

    For example: The event today for ladies day(I know where it it because its on the main page). So I log in and I can't find it. I go to the map and I don't see the quest in Gridania, Uldah or Limsa Lominsa. I have to manually go to Gridania. But that's not all. While in Gridania I click to the Old Gridania map and still see nothing. Its only when I use the huge Aethernet and transport to Mih Khettos Amphitheatre that I finally be able to see the quest. I don't understand why this is like this for all the quests in the game if anything this is the biggest challenge in the game.

    But all jokes aside I enjoy playing this game for the story. It's the only feature in the game that keeps me coming back. If there was no story or if the story was crap like in World of Warcraft I wouldn't be playing the game. I don't care about gear or difficulty. In my 20+ years of MMO experiences there's no reason to stress myself out grinding tomestones or doing high end difficult content when all that gear is going to be obsolete during every 3-6 month patch cycle. So I'm ready for Dawntrail and I can't wait to see where this new journey will take me.
    (0)

  10. #130
    Player
    sindriiisgaming's Avatar
    Join Date
    Jan 2023
    Location
    Gridania
    Posts
    1,430
    Character
    Sugar And'spice
    World
    Twintania
    Main Class
    Reaper Lv 100
    hes also just announced plans to skip to 6.1. so im going to withhold any hype or praise untill i see it done.
    (0)
    Quote Originally Posted by sindriiisgaming View Post
    your titanmen, hes titanmen IM TITANMEN are there anymore titanmens i should know about?

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