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  1. #21
    Player
    remiff's Avatar
    Join Date
    Jul 2016
    Posts
    797
    Character
    Caius Megaflare
    World
    Ragnarok
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Sacae View Post
    I actually like how most jobs play at max level. What I want is for the low level experience to be improved. Give us a weakened version of our full kit at 50, and have traits upgrade the abilities as we level past that.
    I also think this is probably the most urgent thing to address.
    Low-level instances are really unpleasant to go through. They should take inspiration from the mobile version, which does things better than the PC version for this type of content.

    Yes, they should implement a kit similar to the max-level kit while adjusting animations and power.
    But will they allocate that many resources to the combat system, knowing that they also need to make major changes to max-level jobs? Only time will tell.
    (0)

  2. #22
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,101
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by remiff View Post
    Given the minimal risks the devs take and the fact that all fights have always been like DDR battles, I doubt they would do it.
    They were not. What they have always been is heavily scripted. DDR has only been sparse and I wouldn't have called it "DDR" back then, but there is a world of difference between ARR/HW levels of uptime and movement and what we have now, which almost exclusively relies on it, unlike previously.
    This isn't what I signed for when I started playing back then and I feel justified in feeling alienated by those changes.
    (5)

  3. #23
    Player
    NaoSen's Avatar
    Join Date
    Jul 2021
    Posts
    184
    Character
    Nao Sen
    World
    Twintania
    Main Class
    Culinarian Lv 100
    Make all jobs of a type do similar damage (DPS/Tank/Healer) if done solo on a target dummy but give them side effects that will affect target / benefit allies, not as separate actions but as part of what would be your rotation. Thiis is where your extra damage / utility comes in. X% increased damage to team is boring.
    This is an opportunity to give the job itself more identity.

    Basic Examples.
    DPS: Inflict debuffs which result in extra damage being received, (bleed's, vulnerabilities)
    Healer: Inflict debuffs which result in positive buffs to allies on hitting the enemy, e.g. Regen's, Heal on hit (% of damage dealt reflected back as cure)
    Tank: Damage downs, slows, interrupts.
    (0)

  4. #24
    Player
    Purrnauskis's Avatar
    Join Date
    May 2024
    Posts
    105
    Character
    Dodonko Herkkureisi
    World
    Spriggan
    Main Class
    Scholar Lv 100
    Remove retirement home-tier 2.5 GCD. I want to play the game not fall asleep.
    (1)

  5. #25
    Player
    LinaAkayomi's Avatar
    Join Date
    Jul 2019
    Posts
    291
    Character
    Rin Yamaneko
    World
    Balmung
    Main Class
    Scholar Lv 100
    I'd really like to see some sort of customizable skill tree (or at least a loadout mix) so it's not always the same cookie cutter per job.
    Maybe this Scholar brought more mitts and HoTs, maybe last scholar was more damage-oriented. Stuff like that.
    (0)
    7.3 WILL SAVE HROTHGAR!! TRUST THE PROCESS!!

  6. #26
    Player
    Nero-Voidstails's Avatar
    Join Date
    Nov 2023
    Posts
    854
    Character
    Nero Tsukimi
    World
    Zalera
    Main Class
    Gunbreaker Lv 100
    the burst should die yes all job should be unique and give tanks unique stats or even effect the double stance to.

    what I really wish is those two.

    1. the 2 minute burst to die but I am sure we will never get that.
    2.balence between all job like right now we have a problem with healer being almost useless since Endwalker. Tank need more unique gimmick and we'll take more damage so they have to us gcd right. ranged need more support well at least dancer and bard machinist is like the assassin's of the three and should do more damage. Melee need to feel more well different exclude ninja but I still wish it get more.


    now I thing I do wish is to not get anymore job but more defined Job and I don't care about going further in LV too we could get master LV instead allowing people to buy skills or upgrade a skill into a stronger form of themself. Also armor and weapon wouldn't be in need to change every 4 months.

    Or give use a item that can boost the stats of a old armor to keep it relevant at all time I think right now people that does the raiding are well not doing much other then the fight it could keep all the work you have done and materia on it saved and just you know feel slightly more interesting
    (2)

  7. #27
    Player
    Colt47's Avatar
    Join Date
    Jun 2011
    Location
    Uldah
    Posts
    1,809
    Character
    Kan Himaa
    World
    Balmung
    Main Class
    Gladiator Lv 100
    I'm not going to lie: They got themselves in a bind because they wanted to go super strict on the fight design and cut so many things down to simplify it. To make FFXIV good we need something more like Ascensions, which is what the old FFXIV 1.0 base was using with base classes and cross class skills that could be unlocked. We need a lower bar of difficulty for clearing the hardest content and making the game more about exploring different ways to clear that content. Like someone being a total goofball and deciding the best way to clear a savage fight is to kite the boss around with a bunch of healers and tanks while dodging critical attacks, or someone wanting to just go glass cannon and having all the party bring the guns... and then nothing but guns praying you're not all going to die horribly. :P

    The super hard and strict method of fights still has a place but it is a singular way to do something and an incredibly boring way to do something. Like the only reason anyone does it is because there is nothing else to do and all the side systems like crafting and gathering are taking second fiddle. The entire reason that people got guided into doing savage is because gear level is like signaling where your progression is. If the higher level gear for a patch cycle can only be obtained through doing combat content and savage, rather than also crafting and gathering, then all your players are going to have to do that content or just not participate in end game. That's how it always turns out eventually.
    (5)
    Last edited by Colt47; 01-21-2025 at 01:00 AM.

  8. #28
    Player
    UkcsAlias's Avatar
    Join Date
    Dec 2021
    Posts
    736
    Character
    Aergrael Iyrnrael
    World
    Ragnarok
    Main Class
    Scholar Lv 100
    Give ranged a positional system in which range can affect their damage output. (it doesnt have to be a binary treshold like flank/back, linear scaling is also fine)

    Cross DC party finder limited to same region only, and potentialy accepting oceania to join another region. This way you can avoid people having to travel to another data center and actualy keep the server they normaly would be on as their default.
    In the EU chaos is often quite dead, while light has most pfs going on. Its even that bad that half of the time you just see chaos people join in a pf there. Merging this PF system avoids the need to travel, and therefor makes pf on both regions active again.

    Staggered normal raid releases, with a reward system that promotes helping others (now it does the opposite). Now all 4 get released at once, and once completed, not only you have no benefits if you complete it again, you are reducing the loot for others. Its a waste to only do these fights a few times until you got all the loot, and then to never see them again. Even extremes have more replayability because of the mounts.

    Power creep reductions. Especialy alliance raids in EW suffered a lot here where some iconic mechanics get completely skipped because bosses die far too quickly.
    (0)

  9. #29
    Player
    remiff's Avatar
    Join Date
    Jul 2016
    Posts
    797
    Character
    Caius Megaflare
    World
    Ragnarok
    Main Class
    Summoner Lv 100
    Quote Originally Posted by UkcsAlias View Post
    Give ranged a positional system in which range can affect their damage output. (it doesnt have to be a binary treshold like flank/back, linear scaling is also fine)

    Cross DC party finder limited to same region only, and potentialy accepting oceania to join another region. This way you can avoid people having to travel to another data center and actualy keep the server they normaly would be on as their default.
    In the EU chaos is often quite dead, while light has most pfs going on. Its even that bad that half of the time you just see chaos people join in a pf there. Merging this PF system avoids the need to travel, and therefor makes pf on both regions active again.

    Staggered normal raid releases, with a reward system that promotes helping others (now it does the opposite). Now all 4 get released at once, and once completed, not only you have no benefits if you complete it again, you are reducing the loot for others. Its a waste to only do these fights a few times until you got all the loot, and then to never see them again. Even extremes have more replayability because of the mounts.

    Power creep reductions. Especialy alliance raids in EW suffered a lot here where some iconic mechanics get completely skipped because bosses die far too quickly.
    I think the vast majority of instances should have their HP adjusted.

    For example, in older instances, 80% of the mechanics are missed, which is really unfortunate.
    Even as a new player, when you're not far enough along in the story, the content has become such a waste due to synchronization with an item level that is way too high.

    It's a shame to waste old content simply because it's old.
    Every time I come across an old dungeon, I hardly see any mechanics, just like almost everyone else, because the damage is so high that they’re all ignored.
    As a result, the bosses are just for show and nothing more.
    (0)

  10. #30
    Player
    ReynTime's Avatar
    Join Date
    Jan 2015
    Posts
    1,677
    Character
    Princess Walk
    World
    Cactuar
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by Valence View Post
    They were not. What they have always been is heavily scripted. DDR has only been sparse and I wouldn't have called it "DDR" back then, but there is a world of difference between ARR/HW levels of uptime and movement and what we have now, which almost exclusively relies on it, unlike previously.
    This isn't what I signed for when I started playing back then and I feel justified in feeling alienated by those changes.
    Seriously this sounds just right. Post ShB entrees look at raid design from Coils and Alexander and go "whaaaaaaaaaaaaaaaaat" but to me every raid since has not been as fun to learn. You still had to dodge bad things and coordinate with everyone to position yourself but they were way more emphasized around doing what only your role can do, and do it perfectly to counter boss mechanics.
    (3)

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