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  1. 05-30-2025 03:58 PM
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    i'm too old to discuss like that in a video game forum, and its not like my feedback will ever get heard by the devs lol

  2. #2
    Player
    Asari5's Avatar
    Join Date
    Aug 2020
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    1,191
    Character
    Na'mira Yarhu
    World
    Zodiark
    Main Class
    Dragoon Lv 100
    having to decide if we want to align and actively paying attention to it seems to be the more fun / less boring thing instead of just pressing it whenever the cooldown is ready.

    it also pushes the skill ceiling up. which is a good rhing in a game.

    or am i wrong?
    (0)
    without fun jobs none of the content is fun

  3. #3
    Player
    CalvinDescoles's Avatar
    Join Date
    Feb 2014
    Posts
    267
    Character
    Razaan Archemaux
    World
    Moogle
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Asari5 View Post
    having to decide if we want to align and actively paying attention to it seems to be the more fun / less boring thing instead of just pressing it whenever the cooldown is ready.

    it also pushes the skill ceiling up. which is a good rhing in a game.

    or am i wrong?
    For me, this is one of FFXIV’s core issues. The skill ceiling today revolves almost entirely around how well you align raid buffs, rather than how well you actually play your job. Over time, jobs are being reworked and simplified in ways that consistently lower their individual skill ceiling—and with every expansion, it feels like this trend only gets worse.

    I understand that raid buff alignment involves coordination, and yes, that's part of what makes an MMO engaging. But this system also brings a number of problems—poor netcode, datacenter differences, latency, and ping issues all have a real impact. Plus, the dev team is locked into designing encounters with this fixed system in mind (or sometimes not, which causes even more problems—just look at E4S, P8S, M4S, M8S some ultimate...).

    If job performance weren’t so tightly tied to strict buff windows, fights could be more dynamic, and boss design could be more creative. Job kits could be more flexible, and the skill ceiling wouldn’t disappear—instead, it could shift toward personnal expression of adaptability, decision-making, and mastery, rather than just timing.

    Last Min EDIT : Oh yeah also, it would ease dev job regarding the job balance
    (4)
    Last edited by CalvinDescoles; 05-30-2025 at 05:26 PM.

  4. #4
    Player
    Carighan's Avatar
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    Apr 2018
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    1,126
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by CalvinDescoles View Post
    For me, this is one of FFXIV’s core issues. The skill ceiling today revolves almost entirely around how well you align raid buffs, rather than how well you actually play your job.
    More specifically, playing well means aligning your buffs. You play well, because you align your buffs.
    (1)

  5. #5
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
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    3,284
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Carighan View Post
    More specifically, playing well means aligning your buffs. You play well, because you align your buffs.
    You're right, but that (well, at least for my taste) is very uninteresting. Suddenly it is a game about remembering to press that 60s ability on the right off global "slot" or you'll delay x, that can delay y and push z out of the burst window. While not forgetting to hoard your personal reources at near capacity to dump when?... Yeah, the burst windows.

    It's symptomatic that every new job is basically a gimmick + a handful of 30/60/120s abilities meant to fill in the burst windows.

    I mean, removing the 120s meta is not guarantee that we'll get interesting jobs again. But I feel it would be at least one less obstacle.
    (0)

  6. #6
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,825
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Raikai View Post
    You're right, but that (well, at least for my taste) is very uninteresting. Suddenly it is a game about remembering to press that 60s ability on the right off global "slot" or you'll delay x, that can delay y and push z out of the burst window. While not forgetting to hoard your personal reources at near capacity to dump when?... Yeah, the burst windows.

    It's symptomatic that every new job is basically a gimmick + a handful of 30/60/120s abilities meant to fill in the burst windows.

    I mean, removing the 120s meta is not guarantee that we'll get interesting jobs again. But I feel it would be at least one less obstacle.
    I mean, even that is more interesting than having nothing to align to. And it's not as if it's absurdly powerful. With how "selfish" jobs like SAM and VPR are tuned atm (generally top 3 for total contribution, including the true lead), having too many raid-buffers would be a loss to total party damage.

    Syncing to raidbuffs is helpful, for sure, but the "multiplicity" (which is really just what it takes to make stacked raid-buffs nearly keep up with the higher pre-buff effective-potency offered by "selfish" jobs that thereby basically has that raidbuff's worth of damage baked in baseline, especially when more of that damage is concentrated into CDs) isn't allowing you enough excess DPS to afford an extra death or two. Apart from MCH being far behind BRD and DNC just due to tuning issues, raidbuff-fixation would be extremely optional if not for the fact that there's only 1 "selfish" comp even possible --SAM/VPR/BLM/MCH-- and that its requisite MCH is presently weak, putting it behind a comp with at least the inclusion Standard/Technical Finish.

    "Use on CD" doesn't become any less dull just because you're no longer punished for not using them when others use their CDs. The latter is only a grain more complexity, but it is still more. If you want other things to hold CDs for, so be it, but that will still ultimately be "hold for X".

    The only interesting "freedom" we'd be capable of is from having more than one thing worth holding for (we already do via deaths, but that's conditional upon player mistakes and shouldn't be treated as design), such as burst DPS checks that always remain relevant (e.g., because of scaled direct and DoT damage based on how long <thing> takes to die, with enough healing required before, during, and after that one doesn't just Sacred Soil + Panhaima/Macrocosmos and laugh) but can eventually at least become less oppressive, vulnerability windows that you can choicefully push (e.g., happens on mob X of Y getting reduced below Z% health), etc.

    That is to say, unless encounter designs give choice in how to leverage varying party capacities (based on composition and, possibly, player skills both), there's never going to be any more meaningful choice, only more or less stricture/difficulty/skill-expression (even if in "banal" ways).

    I mean, removing the 120s meta is not guarantee that we'll get interesting jobs again. But I feel it would be at least one less obstacle.
    A "120s meta" is not particularly even an obstacle to job design so long as we don't have any meaningful content outside of 8-mans. Without it, we can just assume that a job that can't exploit raidbuffs as well should have higher overall personal damage such that it's in-context/in-practice damage is roughly the same as everyone else's in-context/in-practice damage.

    Granted, I'd really love to see 4-man Extreme/Savage-level content that's more interesting and more mainstreamed than Criterion Dungeons, which then might require that raidbuffs split themselves (double the effect but add the clause "Effect is split proportionately when affecting more than 4 allies, thereby falling to as little as 50% when affecting 8 players"), but even then the same applies.

    So long as you tune them fairly, burst vs. sustain essentially fall down to a decision between "100% value vs. tight DPS checks and 90% value vs. overall enrage" vs. "80% value vs. tight DPS checks and 100% value vs. overall enrage", with compositions gradually able to take more and more sustained jobs while still surviving checks and/or burst jobs needing to waste less and less time holding CDs as all gear up.
    (1)

  7. #7
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
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    1,126
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Raikai View Post
    I mean, removing the 120s meta is not guarantee that we'll get interesting jobs again. But I feel it would be at least one less obstacle.
    Oh yes, of course. I kinda prefer a different route there, but I agree on that ultimate goal and that at some point the 120s meta has to be removed along the way for sure.
    (0)

  8. #8
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,012
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    XIV has become "a game about remembering" tbh. Encounter design, job design, almost everything. Only side content like deep dungeons or pvp do differently.
    (1)

  9. #9
    Player
    PyurBlue's Avatar
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    May 2015
    Posts
    708
    Character
    Saphir Amariyo
    World
    Brynhildr
    Main Class
    Thaumaturge Lv 40
    I'd revise buffs by making their optimum use time variable instead of fixed. So enemies might have a vulnerable state where they take more damage and you'd want to save buffs for this state. The vulnerable state would not be scripted to occur at known times but instead have to be triggered by the party in some way, so they'd have to deal enough damage or reflect an attack or something along those lines. More DPS phases could have the same effect where the party needs burst damage to succeed at something but doesn't know when the burst will be needed. Buff themselves aren't the problem, it's their rigid implementation.
    (0)

  10. #10
    Player
    Shadyshawty's Avatar
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    Aug 2024
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    11
    Character
    Midare Getsurui
    World
    Behemoth
    Main Class
    Sage Lv 100
    hahahahahahahahahahahahaha
    (0)

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