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Thread: Boring design

  1. #121
    Player
    Valence's Avatar
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    Oct 2018
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    3,950
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by ty_taurus View Post
    Personally, I wish physical ranged DPS focused more on their main strength which is mobility. Back in Ramuh EX, having a bard was very important because they could very easily move from the edge of the arena into the center without disrupting their DPS. Why this was so important was because being all the way at the edge of the arena allowed them to bait every instance of charm while the rest of the team didn't have to worry about their positioning in that regard. Why aren't fights designed to have mechanics where having one person bait something while on the move? Like what if there was an object that you could pick up or pass to a party member simply by moving over it/them, and regularly, the boss will target that with chasing AOEs. If it gets hit, it explodes dealing massive damage to the party, but the physical ranged DPS can pick it up and run it around, avoiding the AOEs without dropping DPS. That would be something catered especially to their strength in the fight itself.
    I've always asked for more of this since forever. Fights before ShB actually took advantage of this. Not quite enough, but some of them did, like O11S during pantokrator baits, or still O11S again for Blaster bait with PLD cover (did I say how O11S is one of the best savage designs they have ever come with in terms of different tactics people could bring in?).
    (1)

  2. #122
    Player
    ty_taurus's Avatar
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    Sep 2013
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    Limsa Lominsa
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    3,607
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by aiqa View Post
    How often can we realistically expect mechanics that heavily favour specifically physical ranged role. It seems highly improbable to me those will get added to any significant number of encounters.
    We have double stack markers targeting both healers in literally every fight nowerdays. We have the entire Myths of the Realm raids being like 85% half-room cleaves. Having something that requires a lot of movement bait-able by the farthest player from the boss is not that specific that we can't see that more often.
    (1)
    Sage has failed to live up to the fantasy of a sci-fi DPS healer. Please change this for 8.0. Make Sage fast, exciting, and aggressive. It should feel like a healer that plays like a DPS. Empower the aspects of Sage's unique healing mechanics: Kardia and Eukrasia to give its healing playstyle more identity.

  3. 05-01-2024 05:48 AM
    Reason
    it didn't reply to someone

  4. #123
    Player
    Richter_Nightbaine's Avatar
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    Apr 2024
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    Character
    Richter Nightbaine
    World
    Brynhildr
    Main Class
    Dark Knight Lv 60

    Pets and minions have uses.

    Quote Originally Posted by rawker View Post
    My SCH Wishlist (Summary)
    I would to use pets to fight each other or enemies like Pokemon. LOL I think it would be a fun addition. Maybe even make minions have effects that when out, can buff the player of debuff enemies. If a playing a gatherer they can help find rare resources.
    (0)

  5. #124
    Player
    rawker's Avatar
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    Dec 2014
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    1,197
    Character
    Rawker Stone
    World
    Excalibur
    Main Class
    Paladin Lv 90
    Well.. there's lord of verminion for that.

    I just wanted the pet health, and sustain reintegrated. This way, having more dots would be justified on SCH and casting Broil feels more impactful
    (1)

    #FFXIVHEALERSTRIKE


    - Seraphism is BAD.
    - Give us back Shadowflare and make Deployment/Emergency Tactics affect Biolysis
    - Give us back Rouse
    - Make pet management rewarding.

  6. #125
    Player
    RyuuZero's Avatar
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    May 2014
    Location
    Ul'dah
    Posts
    462
    Character
    Ryu Kusanagi
    World
    Cerberus
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Truen View Post
    Why are healers so boring! Who in their right mind thinks it's fun to cast glare x8 times /w a dot in the middle over and over while questing through content...this is such a braindead, sleepy, and boring experience!
    I wouldn't surprised if the same people were responsable for the Kaiten Removal/Shinten Spam that's the Samurai hazbin desolved into..
    or by extention even demanded the pre-Shadowbringers Trust Dungeon Reworks
    (1)

  7. #126
    Player
    Truen's Avatar
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    May 2019
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    Limsa
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    304
    Character
    Brunox Sky
    World
    Exodus
    Main Class
    Scholar Lv 82
    Quote Originally Posted by RyuuZero View Post
    I wouldn't surprised if the same people were responsable for the Kaiten Removal/Shinten Spam that's the Samurai hazbin desolved into..
    or by extention even demanded the pre-Shadowbringers Trust Dungeon Reworks
    I agree. It's just so confusing why these terrible ideas are pushed into the game. Do they even play the game they make?!
    (1)

  8. #127
    Player
    ThorneDynasty's Avatar
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    Oct 2021
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    815
    Character
    Gisela Thorne
    World
    Zodiark
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Truen View Post
    I agree. It's just so confusing why these terrible ideas are pushed into the game. Do they even play the game they make?!
    Almost all the changes to the jobs from 6.0 onward aren't about making the game more fun to play, but to make the devs' jobs easier.
    (5)

  9. #128
    Player
    Truen's Avatar
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    May 2019
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    Limsa
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    Character
    Brunox Sky
    World
    Exodus
    Main Class
    Scholar Lv 82
    Quote Originally Posted by ThorneDynasty View Post
    Almost all the changes to the jobs from 6.0 onward aren't about making the game more fun to play, but to make the devs' jobs easier.
    Yeah ...6.0 was terrible, but it was 5.0 that broke my love for the game in a big way. I still play, but 4.0 healing was so fun it made me really believe this was the greatest mmo ever made. Now I barely remember it. 6.0 was just more of the same spread across more areas.

    Homogenization is a term that I'll always hate thanks to FF14; it's just ruined so much!
    (4)
    Last edited by Truen; 05-03-2024 at 08:18 AM.

  10. #129
    Player
    Absurdity's Avatar
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    Feb 2018
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    2,949
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Truen View Post
    Yeah ...6.0 was terrible, but it was 5.0 that broke my love for the game in a big way. I still play, but 4.0 healing was so fun it made me really believe this was the greatest mmo ever made. Now I barely remember it. 6.0 was just more of the same spread across more areas.

    Homogenization is a term that I'll always hate thanks to FF14; it's just ruined so much!
    I unfortunately saw the writing on the wall with the ShB media tour and it's job preview.
    I stopped playing WoW back in Legion for that exact same reason, WoD already simplified all classes heavily and then they doubled down on it. Since Stormblood had just recently released I decided to make XIV my main MMO and had a blast for the entirety of 4.X.

    So imagine my disappointment when the Shadowbringers preview showed the exact same red flags as WoW did.


    Even worse is that Blizzard realized after Battle for Azeroth that the constant ability pruning and homogenization was a terrible idea, but XIV is instead doubling and trippling down.
    (5)

  11. #130
    Player
    Aravell's Avatar
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    Aug 2017
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    Limsa Lominsa
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    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Absurdity View Post
    Even worse is that Blizzard realized after Battle for Azeroth that the constant ability pruning and homogenization was a terrible idea, but XIV is instead doubling and trippling down.
    The main problem is that the dev team thinks that encounter design should be the main thing that engages the player.

    The flaw in this plan that they don't seem to recognise is that, while there is no way to design content meant to be easy to appeal to players who enjoy hard content, there is however a way to design jobs to appeal to those who want an easy job to play while also satisfying those who want something to work towards.

    The only type of people a low floor, high ceiling design wouldn't satisfy would be those players who want maximum output with minimal effort.
    (11)

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