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  1. #51
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    3,509
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Rein_eon_Osborne View Post
    • X target is casting deadly ability
    • Tabs target to interrupt X
    • Also Tab: "Naaah, I think I prefer that one 47y away :3c"
    Ultimately I think like add prioritization and management is something that pve players haven't had to deal with for ages and have forgotten over time. Tab targeting may be ass for sure, but there is workarounds like macros, enemy list, keybinds/scrolling, manual select, or the new mark targeting actions we got added for 7.2, etc, whatever makes people most comfy with. It's possible to combine multiple of those tools depending on what one wants to do, which is something that is an integral part of pvp for example.
    (1)

  2. #52
    Player
    Alyko's Avatar
    Join Date
    Sep 2013
    Posts
    184
    Character
    Alyko Cautes
    World
    Tonberry
    Main Class
    Archer Lv 53
    Quote Originally Posted by Rein_eon_Osborne View Post
    • X target is casting deadly ability
    • Tabs target to interrupt X
    • Also Tab: "Naaah, I think I prefer that one 47y away :3c"
    Character Configuration -> Control Settings -> Target.
    Switch your Target Type from "Ignore Depth" (default) to "Cone".
    (1)

  3. #53
    Player
    Arohk's Avatar
    Join Date
    Jul 2019
    Posts
    1,233
    Character
    Lucretia Ryusagi
    World
    Twintania
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Alyko View Post
    Character Configuration -> Control Settings -> Target.
    Switch your Target Type from "Ignore Depth" (default) to "Cone".
    that wont change the problem that the game targets in a circle instead of by distance.
    (2)

  4. #54
    Player
    ASkellington's Avatar
    Join Date
    Dec 2019
    Posts
    952
    Character
    Xynnel Valeroyant
    World
    Balmung
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Alyko View Post
    Character Configuration -> Control Settings -> Target.
    Switch your Target Type from "Ignore Depth" (default) to "Cone".
    Been on "Cone" for years at this point. Game does not target the enemy closest to you period.
    (2)
    I'm tired of being told to wait for post-patches and expansions for fixes and increased healing requirements that are never coming. Healers are not fun in all forms of content like all jobs should be, they're replaced by tanks and dps due to low healing requirements and their dps kit is small for 0 reason, when in the past we had more options and handled things just fine. I refuse to play healer in roulette come DT. I refuse to heal EXs, I refuse to go into Savage, and I am boycotting Ultimate.

    #FFXIVHEALERSTRIKE

  5. #55
    Player
    Shhikasan's Avatar
    Join Date
    Jul 2013
    Posts
    126
    Character
    Shika Naito
    World
    Gilgamesh
    Main Class
    Dancer Lv 90
    I hope they give it tweaks in next patch ad phase is demoralizing in most unfun way possible, give the mus and yans a debuff/buff where if they hit the same target they take increase dmg from the other not this bullshit radius that they got to close and can instant gib the tank.
    (0)

  6. #56
    Player
    mallleable's Avatar
    Join Date
    May 2021
    Posts
    1,104
    Character
    Malia Tri'el
    World
    Behemoth
    Main Class
    Bard Lv 100
    I hope we get some actually meaningful job buffs next week to make this less painful. It feel like some jobs are just straight up missing cleave, and burst damage to handle killing adds, and were just not tested in this fight.
    (0)

  7. #57
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    6,812
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Shhikasan View Post
    I hope they give it tweaks in next patch ad phase is demoralizing in most unfun way possible, give the mus and yans a debuff/buff where if they hit the same target they take increase dmg from the other not this bullshit radius that they got to close and can instant gib the tank.
    That reminds me of the radius on the adds in A12S. It would have been standard to expect things like that in Savage back then, so it's no wonder they're bringing it back when they're trying to design more like they did in Heavensward. Adds being separated was always a standard thing in this game, even in alliance raids, and I support making tanks actually have to get good at their job of positioning things. It was concerning when they began eroding that.

    It doesn't really bother me if it's instant gib or just a heavy bleed type thing but the problem with "soft" punishments like Bleeds, Damage Downs or Vulns is they risk allowing for an "ignore mechanic" strat or "braindead strat". Really great examples of that are in the latest extreme trial, where you can simply ignore the effects of the donut AoEs and walk through them, and you don't even need tank LB3 to ignore the vulns in the last mechanic. It's arguably soft punishments like that which help make extreme trials as trivial as many people view them.
    (2)

  8. #58
    Player
    Colt47's Avatar
    Join Date
    Jun 2011
    Location
    Uldah
    Posts
    1,809
    Character
    Kan Himaa
    World
    Balmung
    Main Class
    Gladiator Lv 100
    Quote Originally Posted by Kohashi View Post
    How is that a SE issue when you decided to join and do it?

    If you are exausted and canno't focus or be arsed to dedicate the time and energy for it, there is a much easier solution, not doing any of it.
    That is highly dependent upon perspective at least in terms of claiming this is an "SE problem". This also is not at all understanding what is being stated in the actual context of the prior post because you missed the part that followed which *explains* things in terms of solution. If someone creates a game that is catering to people who are mostly going to be in their late 20s at the earliest and potentially on upwards to their 40s-50s, how does the system enable people at different points to interact with one another fairly? The "problem" is that they are simultaneously building two games with completely different audiences and sandwiching them together. Older style MMOs handled this problem by simply understanding they were *community driven games*. They forced people much earlier on to work together in meaningful ways, which meant when people got to end game activities there was never a bridge to cross where someone was going "I got to go find a static to go do X end game fight", you already had a group that you grew up with and those people basically all worked in the same framework.

    But with FFXIV, they just made a straight up single player game and slapped a bunch of random team based mini-games onto the end of it. No one grows into a community naturally anymore. They get dumped into a novice network right away and maybe talk to people who are mentors, who can help provide advise on things related to the game, but what exactly binds people together in this? There's no need to team up to level, gear is trivial, and the difficulty curve is sort of like a giant flatline that suddenly spikes into the stratosphere once they hit max level and actually get into EX fights and the like.

    Rewinding back to why I even brought up PoE2, that game ironically has the most old school MMO feature in it and it isn't even something someone had to deliberately create. The game provides the ability to let more powerful players work with less powerful players to overcome challenges, which in older MMOs was handled via mass battles with filler roles. The main reason this isn't seen anymore is more of a weird "game designer" movement from what I've been able to gather where developers feel that if players are not experiencing all the steps to some fight, it is cheapening the experience for the player. What a player finds enjoyable is the experience that a game should deliver whether that is an easier time doing a hard fight by skipping mechanics, or taking on the hardest challenge possible in the game and coming out on top.

    And FYI, I've now seen this kind of game design thought process through helldivers 2, PoE2, and FFXIV. Completely separate development teams all somehow coming to the conclusion that locking down fights and making it so people must experience the same hardship no matter what their skill level is at is somehow "correct". And they've been proven wrong in all three cases. Helldivers 2 had to completely back down from that approach and Grinding Gear Games is actively shortening the campaign as well as greatly improving loot drops. What is SE doing? Apparently just doing the same thing over and over again ignoring everyone. That last bit is why I said that is ending up like Wind Waker and Twilight Princess in that they seem blind to the issues.
    (2)
    Last edited by Colt47; 04-19-2025 at 11:45 AM.

  9. #59
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    6,812
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    Quote Originally Posted by mallleable View Post
    I hope we get some actually meaningful job buffs next week to make this less painful. It feel like some jobs are just straight up missing cleave, and burst damage to handle killing adds, and were just not tested in this fight.
    I can burst nigh endlessly on BLM. In my very outdated, last-tier gear, I obliterate packs in Expert roulette in mere seconds.

    Summoner bursts every summon. Even outside of Bahamut/Phoenix, it has actions like Slipstream that are strong AoE.

    Red Mage can store up an awful lot of AoE bursts to do in succession. 100 Mana, + Manafication, it should wreck everything. Contre Sixt 420, Verholy/flare 650, Scorch 750, Resolution 860, Grand Impact 600.

    Oh and let's not bother explaining Pictomancer. We all know Pictomancer's burst capabilities.

    Viper of course can store up a whole succession of bursts of Reawaken if you include Serpent's Ire (750>480>480>480>480>1150). And Serpent's Ire itself unlocks a succession of 320>320>320>320. Not to mention its abundant ability to use Uncoiled Fury at 680 potency.

    Machinist has got Chain Saw (600), Flamethrower (1000), Full Metal Field (900), Auto Crossbow+Checkmate spam, Bloblaster.

    Bard has Pitch Perfect (360), Apex Arrow (600), Rain of Death spam (100), Barrage+Shadowbite (270), Blast Arrow (600), Reasonant Arrow (600), Radiant Oncore (900), all under various party buffs, Raging Strikes and Battle Voice and Radiant Finale.

    Dragoon has got Wymwind Thrust (440), Dragonfire Dive (500), Geirskogul (250), Nastrond (720), Stardiver (840), Starcross (1000), Rise of the Dragon (550), with numerous buffs including Life Surge, Lance Charge and Battle Litancy.

    Reaper has Plentiful Harvest (720), Communio (1100), Gluttony (520), Sacrificium (600), Perfectio (1300), Soul Scythe (180), Grim Swathe (140), Guillotine (200 or 260) again with buffs like Death's Design and Arcane Circle.

    I could go on but jobs have AoE capabilities. Maybe people just don't know how to play them and coordinate their AoE burst/gauge at the relevant times?
    (0)
    Last edited by Jeeqbit; 04-19-2025 at 11:51 AM.

  10. #60
    Player
    Maltothoris's Avatar
    Join Date
    Jul 2015
    Posts
    706
    Character
    Malto Thoris
    World
    Behemoth
    Main Class
    White Mage Lv 100
    Well with machinist, they're baiting the manta ray in the nw most likely which means crossbow and bioblaster are useless. They only have chain saw, excavator and full metal that they can use with their ogcds on the ne manta since thats when they have to use them during the two minute buffs that happen there. Bard has their stuff plus buffs and same goes for dnc.
    (1)

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