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  1. #1
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,285
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90

    Almost into 7.3, what you think about the *improved* encounter design?

    Or more likely, one of the main selling points of Dawntrail.

    They sold the idea that 7.0 was meant to focus their work on improving their encounters, so and so that they relegated any major job work into 8.0, either because they only could do one at a time, or because they thought both somehow would overwhelm people. I don't really remember which.

    Initially at 7.0, I was pleased with the fights, but not exactly impressed. Then it happens that I got it all wrong, they didn't mean to ship Dawntrail with the improvement premise, but only in 7.2. So, the patch is now almost done with. What do you think about everything?

    My personal perception is that I like it for what it is... But I don't like it for what I thought it would be. If that makes sense? Through the DT Keynotes, I really got the impression that they would finally step out of their boxes and offer a wildly different experience, even if experimental.

    What we got, instead is basically a continuation of the 'DDR design' but really well executed - together with a few rare elements here and there, such as real adds to a fight.

    In the end, I ask myself: did we really need to skip the focus on job improvement for this? On a sidenote, given the recent 'costs' fiasco (or mistranslation? Idk) it could actually explain it, because it makes no sense to me that you'll redesign fights without jobs at the same time, as one thing should depend on the other.
    (5)

  2. #2
    Player
    Mawlzy's Avatar
    Join Date
    Sep 2023
    Posts
    2,738
    Character
    Jessa Marko
    World
    Adamantoise
    Main Class
    Machinist Lv 100
    Maintaining (2xtrash + boss)x3 while speeding up the DDR isn't an improvement. High-skilled players still find it boring, whereas those at the other end of the skill spectrum find it both boring and too difficult.
    (28)

  3. #3
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,398
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Say it with me kids

    You can’t improve encounter design on the back of awful class design
    (56)
    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

  4. #4
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,312
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    I've been enjoying the CEs, Extreme and Savage. The hunts are extremely good. The dungeons have been good too but like usual, if you repeat the same dungeon for 8 months to cap tomestones as intended, it makes you physically sick.
    (4)

  5. #5
    Player
    YovelaLindswood's Avatar
    Join Date
    Jun 2024
    Posts
    152
    Character
    Yovela Lindswood
    World
    Lamia
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Supersnow845 View Post
    Say it with me kids

    You can’t improve encounter design on the back of awful class design
    You can’t improve encounter design on the back of awful class design!

    100% agree. They need more meaningful toolkits and to bring in fresh ideas like actually using duty actions. If blizzard can make an engaging class with a core of 8 buttons and some flavor rp abilities why do I have 36 buttons that are all a variation of eachother in this game? Bring back more procs and rng in rotations. If the fights are going to be boring at least let me enjoy reacting to my class.
    (12)
    #FFXIVHEALERSTRIKE

  6. #6
    Player
    ovIm's Avatar
    Join Date
    Oct 2014
    Posts
    714
    Character
    Vim Mercer
    World
    Alpha
    Main Class
    Gunbreaker Lv 90
    This comes from someone who does not enjoy progress raiding any more, so through the lens of someone who plays the game more casually now:

    There have been no noticeable changes to the design paradigm of boss encounters.
    Everything is still dodging AoE's in a fight with a strict, unchanging timeline.

    Adjustments to visual indicators and changes to mechanical speed does not constitute a meaningful change in combat design.
    Especially more casual content like dungeons have become incredibly boring because of stale, boring class gameplay.

    The only fight in this patch (that I remember) that actually dares to do something different is the turtle guy CE in OC.
    (16)
    RIP Viper 28/06/2024 - 30/07/2024. It was a fun month.

  7. #7
    Player
    brinn12's Avatar
    Join Date
    Feb 2022
    Posts
    224
    Character
    Lua Navkov
    World
    Brynhildr
    Main Class
    Black Mage Lv 80
    The change was a response to players complaining about the lack of challenging mechanics for melee DPS and casters. It's more like they're bringing back a few things they had removed from high-end (and normal, in general) content to accommodate for parsers, and people who wouldn't want to get frustrated (challenged) when playing FFXIV.

    Nothing feels innovative, at least in my opinion. It's the same stack + spreads + proteans + find safe spot. They've also amped melee DPS damage and reduced cast times as much as they could, so at the end of the day the result isn't much different, and we have even more boring jobs.
    (6)

  8. #8
    Player
    mallleable's Avatar
    Join Date
    May 2021
    Posts
    1,212
    Character
    Malia Tri'el
    World
    Behemoth
    Main Class
    Bard Lv 100
    I like it, I wouldn't really call it 'new' because a lot of them just feel like Shadowbringers fights, but faster, but I still like it, and I hope 8.0 continues, and elaborates on the direction. While boss design has been great, they really need to figure what to do with dungeon trash. Dungeon trash design has lagged way too far behind boss design.

    Job design still needs work so it better match the pace of fights. I have a hunch they want combat to lean more towards action/spectacle design, but with MMO mechanics, and I think job design will follow suit in 8.0. I'm expecting noticeable changes to job gameplay, but they're still going to disappoint a lot of purists.
    (2)

  9. #9
    Player
    Asari5's Avatar
    Join Date
    Aug 2020
    Posts
    1,193
    Character
    Na'mira Yarhu
    World
    Zodiark
    Main Class
    Dragoon Lv 100
    i like the add phase in m6s.
    (6)
    without fun jobs none of the content is fun

  10. #10
    Player
    Wyssahtyn's Avatar
    Join Date
    May 2017
    Posts
    833
    Character
    Saika Kinoshita
    World
    Mateus
    Main Class
    Rogue Lv 53
    it's just slightly faster mechanics and more visual vomit. why this game's community has gaslighted themselves into thinking it's some great improvement is beyond me.

    *also it doesn't change the fact that practically all jobs are mindnumbing to play.
    (15)

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