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Thread: ARR was better

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  1. #1
    Player
    4clubbedace's Avatar
    Join Date
    Jun 2022
    Posts
    384
    Character
    Viorel Amala
    World
    Faerie
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by sindriiisgaming View Post
    okay, to prefix. the CONCEPTS were better the QOL was horrid but most of those bad QOL have been addressed
    • The relic was harder, involved the over world and HAD a gil sink, AND dungeons even contained some of the pieces, AND crafters could make money selling the weapon needed
    • levequests had meaning
    • Glamour system was more robust
    • Elemental attributes on gear

    youre out of your dammn mind with these alone
    (4)

  2. #2
    Player
    Casti_EL's Avatar
    Join Date
    Nov 2020
    Location
    Gridania
    Posts
    193
    Character
    Casti Elensar
    World
    Gilgamesh
    Main Class
    Astrologian Lv 100
    I briefly played in 2.0, started probably a month before HW came out (and left a few months before SB release only to return in ShB) and for me I'd say I certainly enjoyed the class system more back then - lot more identity to the jobs, familiar spells (Stoneskin, I was a bit bitter when SE took that away from us), and to be fair, I did like the inter-class requirements for some of the advanced jobs - just made sense lore-wise that to be a Paladin a Gladiator would need to learn White Magic but I can understand how some found it frustrating (for me it was a bit reminisce of FFXI sub-job system so I didn't mind it at all, plus I do like trying out all classes in a game).
    (1)
    Casti Elensar
    Gilgamesh (Aether)
    Validation <<ERROR>>

  3. #3
    Player
    Sigiria's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    410
    Character
    Nergui Dotharl
    World
    Ragnarok
    Main Class
    Ninja Lv 90
    Quote Originally Posted by Casti_EL View Post
    just made sense lore-wise that to be a Paladin a Gladiator would need to learn White Magic
    I mean, it might have made sense if paladin had any healing spell at the time, or any spell at all...
    (3)

  4. #4
    Player
    Sacae's Avatar
    Join Date
    May 2017
    Location
    Gridania
    Posts
    186
    Character
    Holo Wisewolf
    World
    Cerberus
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Sigiria View Post
    I mean, it might have made sense if paladin had any healing spell at the time, or any spell at all...
    They could use Cure 1, Protect, and Stoneskin 1.

    The first was useless, Protect made prepulls a few seconds faster, since the PLD could Protect while the healer used Stoneskin II.

    Inbound Stoneskin I to be fairly useful on PLD in ARR and HW, though. An on demand shield was pretty nice in some niche situations. The one that immediately comes to mind is the black pegasus in Sohr Kai. That thing actually hit pretty hard at launch, amd you had just enough time to get a stoneskin up after it became untargetable for its charge attack.
    (0)

  5. #5
    Player
    Ayer2015's Avatar
    Join Date
    Feb 2015
    Posts
    1,451
    Character
    Ayer Austen
    World
    Faerie
    Main Class
    Red Mage Lv 90
    I still remember the devs having to nerf the bees in Amdapor Keep back in ARR. Not to mention people struggling with The Aurum Vale and Dzemael Darkhold. The reality is, dungeons did in fact have more mechanics to them and which were more punishing than today's content.

    Current dungeon design is, segmented hallways of 3-4 packs of mobs that you group up and aoe down, then a boss. Rinse and repeat.
    (2)

  6. #6
    Player Rekh's Avatar
    Join Date
    Jan 2024
    Location
    Meracydia
    Posts
    521
    Character
    Fresh Tree
    World
    Zalera
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Ayer2015 View Post
    I still remember the devs having to nerf the bees in Amdapor Keep back in ARR. Not to mention people struggling with The Aurum Vale and Dzemael Darkhold. The reality is, dungeons did in fact have more mechanics to them and which were more punishing than today's content.

    Current dungeon design is, segmented hallways of 3-4 packs of mobs that you group up and aoe down, then a boss. Rinse and repeat.
    It was fun how irregular dungeons were in terms of mobs and bosses. Mobs were located in different floors and places like that dungeon with the tonberries. Imagine having to go to different floors and locations to pull levers in today's ffxiv? People would rage.
    (2)

  7. #7
    Player
    Wilford111's Avatar
    Join Date
    Jul 2017
    Posts
    677
    Character
    Faux Ears
    World
    Hyperion
    Main Class
    Warrior Lv 100
    God, I am glad the devs never go to the English forums to look at feedback
    (1)

  8. 06-15-2024 04:43 AM

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