Page 9 of 11 FirstFirst ... 7 8 9 10 11 LastLast
Results 81 to 90 of 108
  1. #81
    Player
    Derio's Avatar
    Join Date
    Jun 2015
    Posts
    3,384
    Character
    Derio Uzumaki
    World
    Sargatanas
    Main Class
    Dark Knight Lv 100
    I will give them credit. Encounter design is 100% better than in EW. However it is still bad due to overall job design
    (5)

  2. #82
    Player
    OdinelStarrei's Avatar
    Join Date
    Apr 2019
    Location
    Ishgard
    Posts
    363
    Character
    Odinel Starrei
    World
    Exodus
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Derio View Post
    I will give them credit. Encounter design is 100% better than in EW. However it is still bad due to overall job design
    I'll agree with this. They can do whatever they want with the combat encounters, and I can praise elements of DT design over EW for sure.

    But the jobs are the lens you view the rest of the game at. If the jobs aren't fundamentally fun to play, it casts a shadow over the entire game, whether that be in savage, in dungeons, or on a dummy. You can give me the most engaging, fulfilling task on the planet, but if you give me a garbage, boring tool to work on it with, I will never be truly satisfied. Building mansions on foundations of sand.

    This is my biggest personal gripe with all of FFXIV.
    (13)
    Quote Originally Posted by CelestaRosa View Post
    this is my opinion. don't have share my opinion. don't have like my opinion. but know nothing you say or do is gonna make me change my opinion. if don't like that tough.

  3. #83
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,521
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by OdinelStarrei View Post
    I'll agree with this. They can do whatever they want with the combat encounters, and I can praise elements of DT design over EW for sure.

    But the jobs are the lens you view the rest of the game at. If the jobs aren't fundamentally fun to play, it casts a shadow over the entire game, whether that be in savage, in dungeons, or on a dummy. You can give me the most engaging, fulfilling task on the planet, but if you give me a garbage, boring tool to work on it with, I will never be truly satisfied. Building mansions on foundations of sand.

    This is my biggest personal gripe with all of FFXIV.
    It's something on my mind when I compare the fight design versus job design.

    Well designed or not, the shelf life of XIV's encounters is rather limited. It's a puzzle fight that you need to solve where to be and when. After you solve it, it gets into autopilot mode. I personally don't find that fun or engaging. Yeah, you can take weeks to prog fights with random parties, but still the parts you "master" get behind you in the autopilot sense. At best, it just gets frustrating when others fail repeatedly at points they shouldn't (the infamous "prog liars").

    So what's left then? Job engagement - the thing you play as. If the fight design is so cemented, that ideally should be counter-balanced with job mechanics that attempt to keep you engaged, at the very least for the skill ceiling. What is the challenge today? A game of, like Zenos once said, "A test of your reflexes" whether or not you press your 30/60/120s abilities at the right spot to align everything. No joke that the healers can literally spreadsheet all mandatory healing requirements and even have some leeway oGCDs just in case.

    If they intend to leave the encounter design paradigm as it is, they need to bring it with whatever they have planned for 8.0's job improvement, rework, or whatever it is.
    (3)

  4. #84
    Player
    dspguy's Avatar
    Join Date
    Aug 2013
    Posts
    1,667
    Character
    Jain Farstrider
    World
    Leviathan
    Main Class
    Marauder Lv 100
    I've been playing this game for 12 years. Given the past 12 years, I don't know why I'd expect some great overhaul of the game.
    (2)

  5. #85
    Player
    Auro_Seldaris's Avatar
    Join Date
    Jun 2019
    Location
    Ul'dah
    Posts
    210
    Character
    Aurora Seldaris
    World
    Gilgamesh
    Main Class
    Black Mage Lv 100
    I personally haven't seen a single thing that struck me as being that much of an improvement. If the visual vomit in the new raid tier is supposed to be an "improvement", then they failed.

    All they know how to do is "make fight go faster". That's the only way they know to "improve" encounter design. And this game's not snappy and responsive enough to become an action-combat game like they are so desperate to turn FF into.

    After seeing them sacrifice BLM on the altar of "improved encounter design", I don't have any love lost for them either.
    (10)

  6. #86
    Player
    CidHeiral's Avatar
    Join Date
    Dec 2021
    Posts
    1,594
    Character
    Cid Heiral
    World
    Hyperion
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by OdinelStarrei View Post
    But the jobs are the lens you view the rest of the game at. If the jobs aren't fundamentally fun to play, it casts a shadow over the entire game, whether that be in savage, in dungeons, or on a dummy. You can give me the most engaging, fulfilling task on the planet, but if you give me a garbage, boring tool to work on it with, I will never be truly satisfied. Building mansions on foundations of sand.

    This is my biggest personal gripe with all of FFXIV.
    100% agree with this.
    (2)

  7. #87
    Player
    Merrigan's Avatar
    Join Date
    Dec 2021
    Posts
    553
    Character
    Merrigan Gilgard
    World
    Spriggan
    Main Class
    Samurai Lv 90
    They're literally the only thing that doesn't make me puke in dungeons. Are they interesting? No, not really, but at least they're not DDR slop while hitting a dummy. Wish we had actual engaging jobs to enjoy ourselves over that trash though.
    To my perspective it's the bosses that are here to lengthen an instance. At least they quelled this down a little in 7.2, so instead of being infuriating, bosses are now as bland as trash.
    How? I mean, there's: no priority focus to be made. No mechanics linked to these packs. They follow on from each other at a pace that sounds like my neighbour snoring. How does that stop you falling asleep in the dungeons?
    (1)

  8. #88
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,471
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Merrigan View Post
    How? I mean, there's: no priority focus to be made. No mechanics linked to these packs. They follow on from each other at a pace that sounds like my neighbour snoring. How does that stop you falling asleep in the dungeons?
    I know right? There is almost no mechanics to them. They're bland.
    Bosses do have DDR mechanics, which I do find to be a direct downgrade from bland because at least bland doesn't get on my nerves like DDR does.
    And I find hitting mob packs less boring than hitting a dummy that keeps re-centering itself.

    Edit: but I do recognize that trash packs have lost a LOT in terms of gameplay actually. Mostly an actual battle system and resource scarcity, which SE deemed not fun or something and axed out.

    - For tanks: skill expression through offensive stance tanking, mob positioning because being hit from behind = autocrits, not being mindless to do (unless you went into tank stance and even then, you couldn't exactly press a button every 25s and get 3 benedictions at once either).
    - For healers: skill expression through careful balance between offensive AoE spamm (MP hungry) and healing requirements (depending on the skill of the tank and the party's DPS). MP management was a big part of what made trash packs extremely engaging as a healer in dungeons before ShB.
    - For dps: TP/MP management depending on the party's DPS, resource support (rphys mostly but also manashift in SB), mob positioning through a lot more variations on AoE shapes (MNK had 3 different shapes to cycle through for example, etc).
    (3)
    Last edited by Valence; 06-27-2025 at 01:10 AM.

  9. #89
    Player Mawlzy's Avatar
    Join Date
    Sep 2023
    Posts
    2,824
    Character
    Jessa Marko
    World
    Adamantoise
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Valence View Post
    Edit: but I do recognize that trash packs have lost a LOT in terms of gameplay actually. Mostly an actual battle system and resource scarcity, which SE deemed not fun or something and axed out.
    I think this is the biggest downgrade of dungeon design.

    We've seen on these boards that tanks not pulling W2W are very naughty indeed. Okay, but maybe the problem is they should only be able to do so in a strong party in which tank and healer are having to think about the other's resources.

    Is it possible to pull all the trash to the first boss in Stone Vigil? I've never managed it with NPCs, but I'm pretty bad.

    Dzemael Darkhold. I know it annoys people, but there are some really good pulls in there and even dps needs to be on their toes.

    There are many other examples from ARR where the trash made the dungeons engaging.
    (4)

  10. #90
    Player
    Alice_Rivers's Avatar
    Join Date
    Jul 2024
    Posts
    548
    Character
    Alice Rivers
    World
    Omega
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Mawlzy View Post
    Is it possible to pull all the trash to the first boss in Stone Vigil? I've never managed it with NPCs, but I'm pretty bad.
    It is possible in a player party but it's really stressful, even with the best of tanks I know, I feel forced to use PoM to keep up with the throughput.
    (1)

Page 9 of 11 FirstFirst ... 7 8 9 10 11 LastLast