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  1. #1
    Player
    Shyxx's Avatar
    Join Date
    Jun 2022
    Posts
    28
    Character
    Remi Valentine
    World
    Sagittarius
    Main Class
    Archer Lv 25
    As long as BRD does bad damage and VPR and PCT do sick dmg difficulty plays no role in damage
    (1)

  2. #2
    Player
    Eraden's Avatar
    Join Date
    Jan 2022
    Posts
    1,229
    Character
    Mao Xifeng
    World
    Adamantoise
    Main Class
    Black Mage Lv 100
    Or....Mao just sayings....maybe change the FIGHTS themselves? Make fights has lots random elements, less mechanics barfage. Gets rid of DRR. Gets rid of two-minute meta. Then can has environment where ALL jobs shine. Is no good altering jobs if current FOUL (in Mao opinion) fights design is kept.
    (1)

  3. #3
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,402
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Eraden View Post
    Or....Mao just sayings....maybe change the FIGHTS themselves? Make fights has lots random elements, less mechanics barfage. Gets rid of DRR. Gets rid of two-minute meta. Then can has environment where ALL jobs shine. Is no good altering jobs if current FOUL (in Mao opinion) fights design is kept.
    Two minute meta is a job change btw, not a fight change. Many fights already try to "pressure it", by making big mechanics happen on some of the 2m marks.

    But yeah, varied fights would work, but it also depends on what you want to see as the fight. Like, if you just want to make healers less boring, have constant (every 2-5 seconds!) untelegraphed circle AoEs, line AoEs and individual shots hit non-tank targets, for 15%-25% of their health or so. Healers would really not be worried about their lack of damage ability variety at all. Mana would all of a sudden be something to be concerned about. But that's just healers, that wouldn't help anybody else.

    If you want to make Picto weaker, ensure there isn't a single window of more than ~2.0s cast time available before having to move. This also invalidates Black Mage of course (except their 100% instant rotation), but it'd be a way to heavily curb Picto as they flat out could not ever cast their motifs barring Swiftcast. Would that be smart? Probably not! But it'd work!

    So yeah, "just change the fights" is not really an easy solution, and like "buff everybody else" it also ignores the problem that you can either do A) Sweeping big changes to massive parts of the game or B) just nerf a few potencies of a single job. It's not difficult to figure out which is easier to pull off as far as fixing the actual issue goes.

    Does FFXIV need more varied fight design that actually challenges tanks, healers, melees and casters? Yes. Do jobs, in particular tanks and healers, need to be reworked to be less oGCD-centric and actually focus their GCDs on things relevant to their role, like active blocks and actual GCD heals? Of course. Do melee DPS in particular and DPS in general need to be less homogenized and more importantly the DPS as a whole be moved off of all-but-1 being of the static rotation type? Of course.

    None of these are quick or easy solutions to an incredibly simple problem though: On average, across the whole game, Picto deals a bit too much damage for how easy it is to play and how trivial it is to survive fights with. Just reduce potancies, done. There are smarter fixes, do those later.
    (2)

  4. #4
    Player
    Eraden's Avatar
    Join Date
    Jan 2022
    Posts
    1,229
    Character
    Mao Xifeng
    World
    Adamantoise
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Carighan View Post
    Two minute meta is a job change btw, not a fight change. Many fights already try to "pressure it", by making big mechanics happen on some of the 2m marks.

    But yeah, varied fights would work, but it also depends on what you want to see as the fight. Like, if you just want to make healers less boring, have constant (every 2-5 seconds!) untelegraphed circle AoEs, line AoEs and individual shots hit non-tank targets, for 15%-25% of their health or so. Healers would really not be worried about their lack of damage ability variety at all. Mana would all of a sudden be something to be concerned about. But that's just healers, that wouldn't help anybody else.

    If you want to make Picto weaker, ensure there isn't a single window of more than ~2.0s cast time available before having to move. This also invalidates Black Mage of course (except their 100% instant rotation), but it'd be a way to heavily curb Picto as they flat out could not ever cast their motifs barring Swiftcast. Would that be smart? Probably not! But it'd work!

    So yeah, "just change the fights" is not really an easy solution, and like "buff everybody else" it also ignores the problem that you can either do A) Sweeping big changes to massive parts of the game or B) just nerf a few potencies of a single job. It's not difficult to figure out which is easier to pull off as far as fixing the actual issue goes.

    Does FFXIV need more varied fight design that actually challenges tanks, healers, melees and casters? Yes. Do jobs, in particular tanks and healers, need to be reworked to be less oGCD-centric and actually focus their GCDs on things relevant to their role, like active blocks and actual GCD heals? Of course. Do melee DPS in particular and DPS in general need to be less homogenized and more importantly the DPS as a whole be moved off of all-but-1 being of the static rotation type? Of course.

    None of these are quick or easy solutions to an incredibly simple problem though: On average, across the whole game, Picto deals a bit too much damage for how easy it is to play and how trivial it is to survive fights with. Just reduce potancies, done. There are smarter fixes, do those later.
    Two-minute meta exists because fights favor jobs made for such fights. DDR-style fights is BORINGS because is all abouts memorizing dance steps. Is borings and has no replay value. Is also major stimulus for changing jobs to be more samey. Unless fight design is changed there will be incredible pressure to make jobs continue to conform. Mao is biologist. Mao understands that if ecosystem is reduced to very simple thing with only one niche, every living thing that exists in that ecosystem will has to conform to that niche. Is not healthy for ecosystem. Fight design HAS to be changed to be more varied if wants more varied jobs.
    (1)

  5. #5
    Player
    HeavenlyArmed's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    174
    Character
    C'thuuko Tohka
    World
    Cactuar
    Main Class
    Lancer Lv 100
    Quote Originally Posted by Eraden View Post
    Two-minute meta exists because fights favor jobs made for such fights. DDR-style fights is BORINGS because is all abouts memorizing dance steps. Is borings and has no replay value. Is also major stimulus for changing jobs to be more samey. Unless fight design is changed there will be incredible pressure to make jobs continue to conform. Mao is biologist. Mao understands that if ecosystem is reduced to very simple thing with only one niche, every living thing that exists in that ecosystem will has to conform to that niche. Is not healthy for ecosystem. Fight design HAS to be changed to be more varied if wants more varied jobs.
    Changing just the design of fights doesn't take all of the raid buffs in the game and all of the strongest skills jobs have off of their identical 2 minute cooldown. Also, you don't have to type like that.
    (1)

  6. #6
    Player
    AlgernonBlackwood's Avatar
    Join Date
    Jan 2022
    Posts
    39
    Character
    Adeline Blackwood
    World
    Gilgamesh
    Main Class
    Monk Lv 100
    Quote Originally Posted by HeavenlyArmed View Post
    Also, you don't have to type like that.
    RP induced brain damage. Many such cases.
    (0)

  7. #7
    Player
    Realfoxy's Avatar
    Join Date
    Jul 2016
    Posts
    92
    Character
    Claudie Haignere
    World
    Typhon
    Main Class
    Black Mage Lv 100
    OK in this thread I keep seeing people refer to "DDR fight design" and fight being hostile to casters, but I really don't think that's been the case throughout Endwalker or Dawntrail so far, with only a very small list of exceptions:

    - P7S purgation I'll accept as being caster hostile, mainly because by the time you finish it you're completely out of movement tools and then you still have to handle chasing AOEs and the harvest mechanics.

    - Endsinger EX was pretty rough on BLM at the time, but I'm OK with that because it's an Extreme trial. The fight's greater sin is that it's kinda boring. As an aside, Barbariccia EX was fast paced and reactive, but was very doable on BLM and very fun to handle. More of that kind of fight please!

    - TOP P6 was probably the hardest fight for BLM in the entire game at the time of release, but we had nonstandard to handle it at the time and part of the problem was locking BLM into a caster LB3. Also forgivable since it's only one phase in an ultimate fight.

    - Dawntrail release BLM was pretty awful, but as soon as Ice Paradox returned the job was functional from a movement standpoint. And from that same view instant despair was an unnecessary change (though it did give us nonstandard back, thanks SE).


    I can't speak for the RDM playerbase but I don't recall them being particularly mad about any particular fight. Anyway, the point is that modern caster kits have the movement tools they need.

    And while I'm sympathetic to people that want to return to Shadowbringers or Stormblood fight design (and ShB/SB class design to go with it), I don't think SE can put the genie back in the bottle and reverse course so drastically. Especially when you consider that reverting classes like that would make legacy ultimate content harder.
    (2)

  8. #8
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,899
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Realfoxy View Post
    OK in this thread I keep seeing people refer to "DDR fight design" and fight being hostile to casters, but I really don't think that's been the case throughout Endwalker or Dawntrail so far, with only a very small list of exceptions:

    - P7S purgation I'll accept as being caster hostile, mainly because by the time you finish it you're completely out of movement tools and then you still have to handle chasing AOEs and the harvest mechanics.

    - Endsinger EX was pretty rough on BLM at the time, but I'm OK with that because it's an Extreme trial. The fight's greater sin is that it's kinda boring. As an aside, Barbariccia EX was fast paced and reactive, but was very doable on BLM and very fun to handle. More of that kind of fight please!

    - TOP P6 was probably the hardest fight for BLM in the entire game at the time of release, but we had nonstandard to handle it at the time and part of the problem was locking BLM into a caster LB3. Also forgivable since it's only one phase in an ultimate fight.

    - Dawntrail release BLM was pretty awful, but as soon as Ice Paradox returned the job was functional from a movement standpoint. And from that same view instant despair was an unnecessary change (though it did give us nonstandard back, thanks SE).


    I can't speak for the RDM playerbase but I don't recall them being particularly mad about any particular fight. Anyway, the point is that modern caster kits have the movement tools they need.

    And while I'm sympathetic to people that want to return to Shadowbringers or Stormblood fight design (and ShB/SB class design to go with it), I don't think SE can put the genie back in the bottle and reverse course so drastically. Especially when you consider that reverting classes like that would make legacy ultimate content harder.
    It’s because by wider MMO standards and even compared to old 14 our casters are ridiculously mobile already

    Try to put SB BLM into modern fight design and this becomes more noticeable, it feels like a lot of fights aren’t caster hostile because we have so many tools that allow for movement that it doesn’t come into play. But a lot of people don’t want their casters to be so mobile, that’s part of the problem
    (1)
    As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.

    I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess

  9. #9
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,402
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Supersnow845 View Post
    It’s because by wider MMO standards and even compared to old 14 our casters are ridiculously mobile already
    I mean, that kinda is what makes FFXIV raiding unique though comparing other MMOs I've played (from EQ1 as much as you could call the early high-end stuff "raiding" over DAoC all the way to WoW and GW2). The "ballet" of movement, and importantly movement that affects everybody, not just 1-2 people.

    I mean compare Baron Geddon in early WoW: The biggest challenge was standing in a huge semicircle with 40 people. Then all you had to do is if you get a bomb, run out backwards. And melee players had to run away while he channels inferno. That was it, and these abilities happened, comparing modern FFXIV, extremely rarely.
    And as a point of comparison, nowadays we expect 24 players to run out and stand in a specific spread-pattern to avoid hitting each other. Things have come a long way. >.>
    (1)

  10. #10
    Player
    AmiableApkallu's Avatar
    Join Date
    Nov 2021
    Posts
    1,190
    Character
    Tatanpa Nononpa
    World
    Zalera
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Carighan View Post
    I mean, that kinda is what makes FFXIV raiding unique though comparing other MMOs I've played (from EQ1 as much as you could call the early high-end stuff "raiding" over DAoC all the way to WoW and GW2). The "ballet" of movement, and importantly movement that affects everybody, not just 1-2 people.
    But this uniqueness comes at the expense of recognizing that jobs and roles exist. The extent to which your actions affect everybody ought to have some connection to your job and role, and not simply be a matter of whether you move around the area in the correct way.

    I used to see this meme online: "Healers adjust." But that's no longer a thing:

    Quote Originally Posted by Supersnow845 View Post
    I can’t as the SCH stand there and overmit the SAM so they don’t have to leave melee range, the dance doesn’t care about party compensation.
    (3)

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