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  1. #1
    Player
    Jojoya's Avatar
    Join Date
    Feb 2018
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    9,091
    Character
    Jojoya Joya
    World
    Coeurl
    Main Class
    Bard Lv 100
    Quote Originally Posted by Aravell View Post
    I've said before in another thread, they may have the data, but are they parsing the data correctly? Data without feedback is worthless.
    You're missing another component. What they're looking for in the data may not align with what individual groups of players want them to be looking for.

    I thought it pretty interesting that in all the interviews coming out of Gamescon, there didn't seem to be any comments about healing. Seems like they still don't consider the current state of healing as an issue to be addressed.

    Quote Originally Posted by ForsakenRoe View Post
    You can see pieces of how they parse data by looking at BLU. They consider BLU a success, while in reality, it's interacted with (by the players who do actually interact with it) for like 48 hours after each update it gets to level, learn new actions, and then the absolute vast majority drops it until the next update. A small amount of players continue to use it for the weekly Masked Carnivale challenges, and an incredibly small number use it for doing the raid challenges (source: Morbol acquisition rate is incredibly low even now).
    Did you stop to consider that someone interacting with one specific form of side content for 48 hours of time played is a genuine success? There are successful full games on the market that don't engage players for more than 20 hours.

    So what if the Morbol acquisition rate is low? Not everyone picking up BLU is interested in doing Savage raid content with it.

    This is a good example of a case where what you feel should be valued doesn't align with what other players and the developers choose to value.
    (1)

  2. #2
    Player
    Maltothoris's Avatar
    Join Date
    Jul 2015
    Posts
    752
    Character
    Malto Thoris
    World
    Behemoth
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Jojoya View Post
    You're missing another component. What they're looking for in the data may not align with what individual groups of players want them to be looking for.

    I thought it pretty interesting that in all the interviews coming out of Gamescon, there didn't seem to be any comments about healing. Seems like they still don't consider the current state of healing as an issue to be addressed.
    By the same measure, they could just be discussing it behind close doors. Look at Stormblood lilies, first we had everything talked about them and how everyone saw how useless they would be. Yoshi-P said "give it a try", most of us said it sucked. Then they were silent for 2 yeasr about it only to come out and say, ya it sucked and it was inefficient.
    (2)

  3. #3
    Player
    Aravell's Avatar
    Join Date
    Aug 2017
    Location
    Limsa Lominsa
    Posts
    2,044
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Jojoya View Post
    I thought it pretty interesting that in all the interviews coming out of Gamescon, there didn't seem to be any comments about healing. Seems like they still don't consider the current state of healing as an issue to be addressed.
    You're trying to spin it as them being satisfied because they don't bring up the topic, but history shows us that they barely communicate regardless.

    What did they say on the topic of healers from the massive changes in ShB all the way to now? Just 2 things:
    - Go play ultimates
    - Please give healers a try

    That's it, that's all they said about healers for 6-7 years.

    That said, the results of their flawed vision speaks for itself. People are complaining about incompetent healers and another green river is forming in PF.
    (14)

  4. #4
    Player
    Tigore's Avatar
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    Jun 2017
    Posts
    345
    Character
    Tigore Collson
    World
    Ultros
    Main Class
    White Mage Lv 100
    I am also wondering why they had to remove the Gnash debuff too. Playing around with the rotation, we have a couple 40 second cooldown combos with 2 stacks that applied it automatically in the past. It only really affects when there are streams of adds coming in as opposed to hitting everything at once. But other than that, I am still pressing similar buttons under most controlled situations. I am following the yellow border buttons and pressing 1 1 1 2 2 2 1 1 1 2 2 2 etc for the GCDs when the burst is done.

    As for PCT, a nerf to their personal DPS might have been the most sensible action. They have no business doing comparable personal damage to BLM AND buffing the party's damage done for the 2 minute burst. If anything, the order for personal DPS could probably be something like this for the top. The equal signs were approximate since we have things like VPR's lack of unique survival cooldowns vs BLM's lower health with more hard casting to compare.

    VPR = BLM > SAM > MCH = MNK

    If a DPS is meant to be more "selfish" with possibly less survivability, then their personal damage needs to reflect that. The BLM numbers will likely need to be slightly higher in potency numbers than it looks to others since having hard casts longer than the GCDs kind of self nerfs that number compared to other classes.
    (6)

  5. #5
    Player
    Azurarok's Avatar
    Join Date
    Feb 2022
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    1,215
    Character
    Medim Azurarok
    World
    Siren
    Main Class
    Machinist Lv 100
    Gnash's removal probably can be attributed to the maximum number of buff/debuffs a target can have. Same reason why healers lost all their dots, apparently. And there's still been issues with too many buff/debuffs on players that's kept them from receiving a tank lb3 and such. The "~ ready" buffs they've added in DT's apparently made it worse too.

    You'd think if it's being an active problem to both job and fight design it should be major priority.
    (0)

  6. #6
    Player
    LynxDubh's Avatar
    Join Date
    Oct 2023
    Posts
    219
    Character
    Lynx Dubh
    World
    Faerie
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Azurarok View Post
    Gnash's removal probably can be attributed to the maximum number of buff/debuffs a target can have. Same reason why healers lost all their dots, apparently. And there's still been issues with too many buff/debuffs on players that's kept them from receiving a tank lb3 and such. The "~ ready" buffs they've added in DT's apparently made it worse too.

    You'd think if it's being an active problem to both job and fight design it should be major priority.
    You'd think it would warrant them to make healer changes to mitigate this issue as well. Why not make AST, WHM, or even SGE revolve around other forms of damage other than DotS and then throw SCH a bone and give them one back.

    They don't even have to be massive changes, just give replace the dots with a skill that is more interesting and shakes up the downtime, then one extra skill that goes with it.

    For example you could:

    SGE - Give it a 1-2 branching combo. The first finisher is for damage, the second finisher is for gaining stakes of Addersting. Heck, even a self damage amp would be interesting.

    WHM - Let it have a couple of skills that build up to an elemental nuke. I think ForsakenRoe has quite a few posts that have that as a fun element.

    AST- Maybe a self buff or a buff you can cast on someone? AST should be kept bust with its card system in an idyllic world, so I'm not against it keeping its 1 nuke+1 dot downtime.

    SCH- Give one extra dot to manage with a shorter duration, like 18-21 or something.

    These are all just spitballs, but I think you get the point.
    (1)
    Last edited by LynxDubh; 09-03-2024 at 07:06 AM.

  7. #7
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,443
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Jojoya View Post
    Did you stop to consider that someone interacting with one specific form of side content for 48 hours of time played is a genuine success? There are successful full games on the market that don't engage players for more than 20 hours.
    You took this way too literally. When I said 'for 48 hours', I meant that the window of time that the majority of players interact with BLU is within the first 48 hours of the patch coming out (eg the first two days). Actual interaction time with the job can be as low as 6 hours thanks to the discovery of 'BLU boosting' to massively speed up the levelling process. There's been some BLU patches where I've done everything I want to (that is, level to max, learn the new actions, and forget the job exists again) in less than 4 hours. And yes I gave the 'Limited Job' concept a fair go at convincing me, I've had the Morbol since like week 1 of it existing.

    And considering the amount of time said content is 'engaged with', I find it difficult to say that BLU/Limited Jobs in general (because it'll likely be the same for BST) are worth the dev time, as compared to other longer-lasting content. And as I noted before, they're doing another Limited Job, and I don't have the confidence/blind faith that they'll be able to fit that into their cramped dev pipeline alongside BLU updates, without something else having to give way. Can't wait for BST to release, get levelled to max within a couple of hours, and abandoned to be 'weekly Allied Seals generator' status just like its predecessor. I feel bad for any BLU/BST fans who wanted to 'main' the jobs for raiding

    BLU came out in 4.5, and I've yet to hear an argument as to why it can't be a real job, that doesn't immediately crumble upon the slightest scrutiny. Even Y-P's two most infamous 'reasons' fall apart when you think about it for more than one minute

    Quote Originally Posted by Supersnow845 View Post
    That actually does well explain why they don’t really see the excessive amount of tanks soloing the bosses with their immortality as a priority because they don’t see that as a downside of the system they see it as their completely incompetent playerbase being carried by a benevolent “talented” player
    Priority one: remove player friction caused by 'oops X player died so now it's a wipe'
    Priority two: see priority one

    The 'player friction' caused by 'the healer died and is now forced to watch the tank slowly whittle the boss down from 75% to 0%, completely unaided' is not as important to address to them, compared to 'player friction because wipe'. Maybe it's a simple numbers game? A wipe has all four players feel 'friction' by their logic, but when the tank can keep 2 DPS and themselves alive, leaving the healer in the dirt, then only the healer would 'feel the friction'

    Why am I trying to find sense in SE's nonsensical design
    (15)
    Last edited by ForsakenRoe; 09-03-2024 at 07:23 PM.

  8. #8
    Player
    Tigore's Avatar
    Join Date
    Jun 2017
    Posts
    345
    Character
    Tigore Collson
    World
    Ultros
    Main Class
    White Mage Lv 100
    Strange thing is, the buff and debuff cap limits were known before VPRs were even a concept to create, right? If they knew they wanted to avoid this issue with VPR, how did the Gnashing debuff make it into the first build of Dawntrail ... Hmm, doesn't seem to make sense with this explanation unless it wasn't noticed by the majority of the staff somehow while it was created. The ready buffs I think I do like at least since it accomplishes the goal of the gauge resources not going to waste and keeping the cooldown rolling.

    Not sure if it can be possible, but I would agree that raising the cap of buffs and debuffs may eventually be needed. DoTs and buffs can be considered different playstyles and it would be a shame if they would have to be phased out due to the buff / debuff caps.
    (1)

  9. #9
    Player
    Connor's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    2,207
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    Quote Originally Posted by Azurarok View Post
    Gnash's removal probably can be attributed to the maximum number of buff/debuffs a target can have. Same reason why healers lost all their dots, apparently. And there's still been issues with too many buff/debuffs on players that's kept them from receiving a tank lb3 and such. The "~ ready" buffs they've added in DT's apparently made it worse too.

    You'd think if it's being an active problem to both job and fight design it should be major priority.
    Isn’t the buff/debuff cap something that’s only really encountered in extremely specific circumstances like certain ultimates or Bozja though? I don’t get why they’d think ‘let’s get rid of this skill in case the player happens to do the 0.1% of content it might be a problem’ lol. Like surely it makes more sense to look at what it is about that context that’s causing so many buffs/debuffs in the first place lol (i.e debuff vomit in certain encounters).

    Is there like some technical reason why they can’t just…make it higher? lol. I imagine it’s probably a bit more complicated than that lol, but maybe a workaround would at least make it a bit less restrictive.

    As someone who prefers support oriented playstyles with a focus on buffing/debuffing, it’s extremely disheartening to know that basically that can’t ever be realized because you might hit the cap. Plus, how are they ever going to give healers new DoTs while the debuff cap is in place? They basically can’t because of 24-mans where 24/60 debuff slots are going to be taken up by damage over time (assuming 3 DoT per healer). I mean, that requires a lot of assumptions lol, like 100% uptime, but in theory. Then assuming there’s 1 Bard in every party that’s 50% of the potential slots taken solely by damage over time. Add in things like damage reduction debuffs or Trick Attack (what’s it called now? Dokumori?) and you might hit the 60 cap lol.

    I really hope they look into either increasing it, working around it (maybe squish certain buffs/debuffs into one icon over two?), or something. It’s sad to think that these technical limitations affect actual job design itself to the point we’re losing abilities over it
    (1)
    Last edited by Connor; 09-03-2024 at 07:01 AM.

  10. #10
    Player
    Connor's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    2,207
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    Quote Originally Posted by Jojoya View Post
    I thought it pretty interesting that in all the interviews coming out of Gamescon, there didn't seem to be any comments about healing. Seems like they still don't consider the current state of healing as an issue to be.
    To be fair as much as their silence frustrates me I get where it comes from.
    When it comes to healers they’re basically screwed whether do or don’t say anything. If they try pulling the ‘more healing requirements card (in savages/ultimate which isn’t even out yet lol) people are going to be infuriated to receive the exact same excuse yet again.

    If they try pulling a ‘we’re working on it’ that just causes player expectations to swell out of control (some expecting full reworks, others expecting minor, arguments about which is more needed).

    Even if they tried to go for the ‘we are aware of the issue’, it’s still going to blow up in their face because acknowledging it without commenting on it just seems dismissive and disrespectful. People would just be like ‘ok but what are you gonna about it?!’ Which can lead back to point 2 about expectations.

    That said, as much of a minefield as it is, that doesn’t mean to say they shouldn’t at least try to make their way through it. One of the reasons it’s so hard to trust the devs now is that so much of what they do just happens without any warning or explanation and rarely (if ever) gets elaborated on further, then just completely ignore any further feedback
    (2)

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