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  1. #1
    Player
    Myon88's Avatar
    Join Date
    Jul 2015
    Posts
    843
    Character
    Myon Miya
    World
    Tonberry
    Main Class
    Viper Lv 100
    Well, with how much subjectivity is involved with perceived difficulty, I don't think the conversation will stay very productive if we go down this road. The game does have something that can help break things down empirically though, something that I invite everyone reading this to try.

    The strayborough expert dungeon we have right now has two somewhat notable bosses. I think everyone should be able to perform flawless runs of both of them, tracking hazards solely by themselves, while keeping up an optimal rotation with 100% uptime throughout. I think you should be able to do this three, even five times in a row, no matter the quality of your party (the randomness is part of the fun).

    If you've truly become adept at your job, and minimized the effort it takes to pilot, I think this is a reasonable ask. If you're unable to do so, I'd like to gently suggest that in that case, the notion that the job is designed intuitively enough does not hold. I mean, can anyone truly claim a job is operating fine if they are still making mistakes? However straightforward the job was claimed to be, it clearly wasn't sufficient to assist them through this.
    (1)
    Last edited by Myon88; 07-13-2024 at 07:30 AM.

  2. #2
    Player
    Rhael's Avatar
    Join Date
    Jul 2015
    Posts
    67
    Character
    Rhael Nelhah
    World
    Hyperion
    Main Class
    Viper Lv 100
    Quote Originally Posted by Myon88 View Post
    I mean, can anyone truly claim a job is operating fine if they are still making mistakes?
    ... yes???? This is a complete non-sequitur. A job operating fine does not equate to making mistakes impossible. To continue your car analogy from earlier, that's like forgetting your blinkers and trying to blame the car for not automatically using them for you. A lack of skill or experience from a pilot does not inherently imply a flaw in job design. To reiterate what I stated above, changing the job's design to account for a lack of fundamental understanding regarding how the game itself works is, at best, extremely misguided.
    (0)
    Last edited by Rhael; 07-13-2024 at 07:45 AM.
    RIP Viper 28/06/2024 - 30/07/2024. It was a fun month.

    Given the opportunity, developers will polish the fun out of a game.

  3. #3
    Player
    Myon88's Avatar
    Join Date
    Jul 2015
    Posts
    843
    Character
    Myon Miya
    World
    Tonberry
    Main Class
    Viper Lv 100
    Quote Originally Posted by Rhael View Post
    A job operating fine does not equate to making mistakes impossible.
    No, it makes complete sense to me. If someone says it's fine for a job to require glancing at their hotbar, and that causes them to be unable to keep up with mechanics that also require attention, then what gives? There's a clear contradiction happening.

    So this is what I'm talking about when I say I have higher standards for competence. Other people may be content tunnel visioning on their hotbar and getting carried by someone else doing callouts, but I'm not. I suspect that many people feel this way intuitively, which is why when I heard the news about the feedback (presumably coming from the JP side), I was not surprised at all.
    (0)

  4. #4
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    This has been pointed out earlier, but VPR is currently the most played job in Extremes by a significant margin. This is on top of the fact that support jobs have fewer jobs for the same number of slots (2 jobs for 1 slot vs. 3 jobs for 1 slot), so you'd ordinarily expect them to have slightly higher counts within clear runs than the most popular DPS (as was the case back in Endwalker). There's always a bigger learning curve associated with a newly released job, in part because you don't have previous experience to draw on, and in part because the optimization tech is going to change quite rapidly alongside job changes. If you're not already extremely comfortable on this job you should strongly be looking at other options. Advocating for simplifications will get players nowhere, because they're still likely to be gated out in favor of people who have put in the effort already.

    The Coil/Den combo isn't a true doubleweave sequence due to the longer GCD length. It actually feels more like the Mudra inputs on NIN. Rinon reported that the media tour attendees were recommended a 'piano' setup where you can glissando the keys. I personally have the four buttons in sequence as my 1-4 keys, with the base combo as Q and E. This setup also works well for Reawaken. The positionals on the sequence are quite straightforward and you have a lot of time to get to them.

    The only thought process that I could see behind them removing the positionals on these is if they were previously on the fence about merging down Coil and Den into a single combo that has a proximity effect (similar to how Reawaken is used in AoE). I think this proximity effect damage is what the 'range' is designed to address as well - outside of Reawaken, the base AoE range is 3 yalms instead of the standard 5 yalms. Even if that's their end goal, I'd rather them preserve the positionals on it and just change the proximity effect.

    The base combos are just practice. The buff icon tells you what your next combo should be. The first button is entirely dependent on your NG timer. The second and third buttons just depend on your active buff icon, with the four permutations of 'left' and 'right' corresponding with the four possible buff icons. You also rotate through them in a set sequence, which makes it even more straightforward. I'd argue that you shouldn't be reliant on the vipersight gauge or 'dotted lines', because if you're serious about playing this job in progression you should be able to play without looking at your hotbars. These really just exist for the entry level player who wants to click their actions to play through the MSQ story mode.
    (2)
    Last edited by Lyth; 07-13-2024 at 10:53 PM.

  5. #5
    Player
    george357's Avatar
    Join Date
    Sep 2016
    Location
    limo misa
    Posts
    416
    Character
    Marcelloix Ostoiraint
    World
    Coeurl
    Main Class
    Bard Lv 100

    Viper is not hard

    no not a hard job to learn it has both good solo and aoe damage so no need to dumb it down
    (0)

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