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  1. #1
    Player
    Loggos's Avatar
    Join Date
    Nov 2011
    Posts
    1,029
    Character
    Kaeya Alberich
    World
    Twintania
    Main Class
    Pictomancer Lv 100
    Yeah it seems like the community has developed a wipe allergy on normal mode but the idea of a wipe shouldn't be so unforgivable and game-breaking as it's treated atm. It should be a normal aspect of the FF14 experience. After it happens you get up again and try once more.
    If the idea of practicing normal-mode fights being good, valuable, and part of the game could make a return then perhaps this could also remove some of that fear of mistakes because they'd actively be encouraged and supposed to happen.
    (3)

  2. #2
    Player
    KvotheCadera's Avatar
    Join Date
    Jun 2024
    Posts
    21
    Character
    Kvothe Cadera
    World
    Exodus
    Main Class
    Summoner Lv 90
    I just dont want to cast broil for 30 seconds and then reapply a dot.. and repeat over and over and over and over again. My brain is literally melting from running scholar in any content that is not ultimates.
    Even if i do have to heal. its gonna be an ogcd anyways so im still not losing uptime on broil casts lol. i really hate where the role has gone
    (0)

  3. #3
    Player
    Neoyoshi's Avatar
    Join Date
    Aug 2013
    Location
    ☀ Ul’dah ☀
    Posts
    986
    Character
    Neoyoshi Kaligawa
    World
    Gilgamesh
    Main Class
    Monk Lv 100
    Oh shoot, a graph! NOW we are talking!
    (0)
    Last edited by Neoyoshi; 06-18-2024 at 11:12 AM. Reason: i forgot an o


    Journey to all fish: 1383/1729 (348 remaining) [79%]

  4. #4
    Player
    Shikiseki's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    1,268
    Character
    Akio Shikimazu
    World
    Odin
    Main Class
    Summoner Lv 100
    IMO - even if you abolish the trinity system and turn all kits into dps + unique skills to a job, that doesn't change the fact that they failed to design healers (and tanks to a certain degree) engaging and unique enough within their own role - like imagine every caster having the exact same core rotation or design, ppl would rage!
    And even higher incoming damage won't really solve anything as you'll be shifting your glares into just cure spam...

    I'd personally get rid of the trinity at this point and distribute tank/healing/support skills evenly across jobs that would suit them thematically while having all jobs build as dps at it's core design philosophy.
    While this would work in premade runs, matchmaking via dutyfinder very difficult.
    (1)

  5. #5
    Player
    Dzian's Avatar
    Join Date
    Feb 2012
    Location
    Ul'dah
    Posts
    2,837
    Character
    Scarlett Dzian
    World
    Sargatanas
    Main Class
    Bard Lv 76
    Quote Originally Posted by KisaiTenshi View Post
    That said, let's go back to the trinity conversation. My point in the last post was that perhaps there could be dungeons that the goal isn't "clearing it" but exploring it, thus you can only open certain doors or paths with certain jobs. You could only clear certain enemies or bosses with a certain job in the party. If you wanted to solo it, you would need to re-visit it with every job once to clear every path and get every reward.
    The thing is it's very much a case 9f not seeing the forest because too busy looking at a tree.. it's all about the bigger picture..

    The start of your post you said if there are no rewards people won't run the content. True. But it all ties in together with the economy and other stuff those rewards have to seen as valuable to be deemed as worth it or be an incentive.. and this is where deep dungeons provided the perfect example. In the first days the value of rewards from those sacks is very much worthwhile and everyone would run to every corner of every room. To explore and find them. But after the initial days when the markets are flooded with all the rewards they'll value plummets and so does the incentive to explore those rooms. The rewards for doing so are deemed not worth it.

    How are you going to incentivise players to run and explore that content without valuable rewards..

    Rarity is valuable. That's why when there's a shiny new mount you often see people showing it off because it's rare and perceived as valuable.. but then they inevitably add unsliced and let everyone have it effortlessly and you'll almost never see anyone use that mount ever again because everyone has it its perceived as common and worthless..

    Rng is no bad thing as long as you can mitigate extreme bad fortune. Somehow. Ex primal for example have rng rewards but also mitigate bad fortune by providing a token you can save up and trade in. The biggest issue there is players grind the hell out of it because often it's basically the only thing to do that patch.

    Everything is connected then trinity system the economy the reward structure not just items but gameplay. The jobs you can't really stand out to much for playing well becausendevs are so afraid to punish players who don't. Which is why something like landing a positional has no weight or Impact. Because can't punish a player for missing it. And by extention can't reward a player for hitting it.
    (1)

  6. #6
    Player
    KisaiTenshi's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    2,775
    Character
    Kisa Kisa
    World
    Excalibur
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Dzian View Post

    Everything is connected then trinity system the economy the reward structure not just items but gameplay. The jobs you can't really stand out to much for playing well becausendevs are so afraid to punish players who don't. Which is why something like landing a positional has no weight or Impact. Because can't punish a player for missing it. And by extention can't reward a player for hitting it.
    People who played 1.0 (or even other games with other kinds of dungeon design) have experienced more interesting things to do. But just about every MMORPG out there focuses on DPS. Even the gacha games do this. You can have a healer and a tank in the party, but all that happens is the opponents kills the healer first, the tank can only grab one of the incoming hits.

    All-DPS content is exceptionally boring because that means the dungeon only needs to be designed for boss burn, everyone makes a bee line to the boss room, and then uses whatever nuke they brought into the dungeon. Basically it replaces strategy and choreography with brute force.

    Moggle Mog, and the post-HW story with the Warriors of Darkness are the only fights in the game that insist on you fighting the opponents in a specific order or you fail the fight. That said nearly dungeon and trial in the game is a single boss, and a few trash mobs that sometimes appear in the boss room. That part of combat design probably needs a revamp, boss+2 adds that can't stand next to each other, and the adds explicitly ignore the tank, thus giving the DPS something they have to actually focus on, and the healer to use their single-target heals.
    (1)

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