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  1. #1
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,560
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    I know fights in every MMORPG are scripted to some degree... I just wish XIV's were a bit less than currently are.

    Less scripted fights, more surprise elements and damage profiles encourages players thinking on the go and that makes fights more entertaining, especially during the boring reclear phases.

    Battle content would be better with jobs less homogenized around a 2min meta.
    (1)

  2. #2
    Player
    ShadowyZero's Avatar
    Join Date
    Mar 2022
    Posts
    287
    Character
    Mashmallow Ushio
    World
    Famfrit
    Main Class
    Warrior Lv 80
    honestly there is no real way to solve the issues cause no matter what they do there is always complaints always uproar thats why they stopped doing job change updates in live letters an in media tour cause people will always get angry at them an as far as job identity they just need to really focus in on what they want that job to do an not fuss over balances or timing windows or casts just let people f*** around an find out how things work, things do not need to work perfectly they just need to have synergy and be fun to play.
    as for encounter design i agree this needs to change its boring to all hells dancing around in a box or circle the whole entire fight i want to see them bring in more unique scenario's an have these places have more depth to them. not just be an fancy game of tag
    overworld stuff is little tougher to say i dont know what else they could possibly do, you have mobs to wail on for materials, you have elite hunt marks which can be challenged alone or with a party, the fates can feel repetitive but i think the only way to make it less boring is to mix up how the events operate i remember in some older areas there were chain events that would sometimes happen they could bring that idea back for example, an then we have world boss fates such as ixion which require an alliance of players to bring down an award tokens for unique rewards etc. only thing i can think of would be open map duels but people seem so adamant to even that cause they feel like it would lead to harassment but that wouldnt be the case if it opt in meaning two people have to agree to duel to trigger the battle status effect etc.
    (0)

  3. #3
    Player
    Kirutsuki's Avatar
    Join Date
    Feb 2023
    Posts
    183
    Character
    Kirutsuki Noel-e'xion
    World
    Spriggan
    Main Class
    Monk Lv 100
    Quote Originally Posted by ShadowyZero View Post
    honestly there is no real way to solve the issues cause no matter what they do...
    Well yea I really agree that games tend to be at their best when developers are allowed and willing to just make their game, not listening to the community too too much, but also open to admit they made a mistake and promptly fix said mistakes. Generally players will find the fun in those quirks jobs have that the devs didn't intent for, but the devs are adamant that these quirks are at the detriment of a new player trying a job. So BLM lost a bunch of it, or how Summoner was reworked. I was fine with certain jobs being more complex in the high end, it didn't mean I couldn't play a job, just that I wouldn't be as good at it. And I assume the feedback was something along the lines of new players fears of playing Black Mage.

    But there seems to be maybe a cultural seperation between the meanings of the words when people give feedback. And is that translation actually accurate when it reaches the ears of the devs?
    Especially when CS3's regional community managers are not really at thee forefront of community feedback it feels like. Or they are hiding somewhere just collecting unknown "data".

    Quote Originally Posted by ShadowyZero View Post
    overworld stuff is little tougher to say...
    Duels I would really dislike for overworld, the whole point of overworld is exploration and rewarind that exploration.
    One of the best hings FF has ever been good at is hiding some cool weapons, gear, bosses behind exploration, but 14 doesn't do that at all.
    One of the greatest things in GW2 is that the world just has some random door or a vent or an underwater passage and suddenly you're doing a jumping puzzle or an event triggers.
    but in 14 the world is there, it's beautiful, but it's not used in any meaningful way. There's no reason to go see places cause you know it's just an empty house with one dude with a quest.

    Ultimately the problem is multifaceted.

    1. There is no meaningful gear progression to insentevise players to explore.
    2. Even if there was, an expansion is only 10 levels so any gear progression would be short lived.
    3. The world generally doesn't have any hidden things in it to go and see what it's about.

    Like I would love hidden treasures and places that don't require a treasure map. Just things that exist in the world and reward you for visiting those areas or triggering them .
    (0)

  4. #4
    Player
    ShadowyZero's Avatar
    Join Date
    Mar 2022
    Posts
    287
    Character
    Mashmallow Ushio
    World
    Famfrit
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Kirutsuki View Post


    [*]Remove survivabilty (self-heals & maybe some mitigation) from Tanks.

    For one it ALWAYS feels bad when the healer dies in a dungeon and the Tank keeps going.
    Not only to waste time, but also to showoff how healers are not a necessity at all.
    [/LIST]
    i do not agree with this take its not the tank's fault that a healer may suddenly die in combat people need to stop asking to take things away from jobs i know healer mains are angry and for a good reason but they dont need to blame it on other jobs or players
    and just because it might make you personally angry that you can't contribute cause you were not paying attention to the encounter or because you made an error doesnt mean everyone else needs to suffer for your mistakes.
    if it makes you that angry that the party can surive without you then start doing your homework then start learning the encounters an memorizing them.
    or how about instead you just ask the development team directly to give your job an auto raise ability so that if you do make a mistake or lapse in judgement you can recover an try again is that so hard to do is it really?
    the tank is the fail safe and the literal shield of the party its their literal job to carry if the group looses its healer stop being bitter for your lack of judgement or ability. learn to be humble an apologize for your errors an thank the actual tank for not making the entire team suffer starting over from the beginning of the whole fight. if the group unanimously decided to restart then thats fine but if they say its fine to let the tank carry leave it be an move on with the rest of your day this isn't a pissing contest you want that then go play PvP then you can be as useful and contribute to your hearts content an no one belittle you or think less of you for dying as thats just how it is with PvP "kill or be killed"
    (0)

  5. #5
    Player
    Uzephi's Avatar
    Join Date
    May 2017
    Posts
    102
    Character
    Elie Uzephi
    World
    Midgardsormr
    Main Class
    Scholar Lv 100
    Quote Originally Posted by ShadowyZero View Post
    its their literal job to carry
    Uh, no, the tank's main job in any MMO is to keep emnity, mitigate hits, and enemy placement.

    Your play style will perpetuate the failure to continue. If the person is capable, but this is their first blind run, or something similar, 'carrying' them through the fight won't let them experience it. Sure, after a third time, they won't learn, but continuing the fight and stripping the player of experiencing and learning the fight is so selfish of your own time, it's mind boggling. If you don't like roulettes because you might get 'bad' or new players, que with friends. DF isn't meant for you with that 'me, me, me, don't waste my time by forcing us to restart so you can actually learn the fight, pleb.'
    (5)
    Last edited by Uzephi; 07-16-2025 at 05:50 AM.

  6. #6
    Player
    ShadowyZero's Avatar
    Join Date
    Mar 2022
    Posts
    287
    Character
    Mashmallow Ushio
    World
    Famfrit
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Uzephi View Post
    Uh, no, the tank's main job in any MMO is to keep emnity, mitigate hits, and enemy placement.

    Your play style will perpetuate the failure to continue. If the person is capable, but this is their first blind run, or something similar, 'carrying' them through the fight won't let them experience it. Sure, after a third time, they won't learn, but continuing the fight and stripping the player of experiencing and learning the fight is so selfish of your own time, it's mind boggling. If you don't like roulettes because you might get 'bad' or new players, que with friends. DF isn't meant for you with that 'me, me, me, don't waste my time by forcing us to restart so you can actually learn the fight, pleb.'
    nice try you only focused on one thing an not all of what i said an fyi i didnt bring up new players you did. everyone knows when someone is new it literally pops up in their vision at the start of the dungeon or raid or trial an if the new player asked if they could do a re-try most times the tank will be nice an say yes an no big deal for them.
    and with tanks yes keeping enemity i/e distracting the enemy is part of their role but see you focused in on only one thing or word i said an are not crediting for the rest when their is no healer alive then it falls to the tank to use his/her mitigation to maintain the enemies focus for as long as possible until the healer can get back up or until they kick the bucket too just as its the DPS' job to kill everything dead an make sure that it stays down so that the fight can progress or the dungeon can progress people make mistakes do you see the party getting mad alot when the healer drops dead an insult them or get mad about it? no you dont an usually people who are jerks about it get kicked or pay the GM a visit in Gaol lol so let me ask you should you not then extend that same courtesy to the tank when they are trying to just stay alive long enough to see the duty to its completion?
    like i get it you're mad you didn't get to play cause of one mistake or misstep but again that would be your own fault and it would be a flaw or problem with the encounter itself its not the tank's fault they are doing what they were designed to do Survive long enough to reach a duty completion screen while having held the enemies' attention the whole way thru.
    so be humble try playing a tank for one whole week i promise you will change your thinking right away an will be thankful the healer was at least "just there" to assist an make things a little easier an smoother even if they nose dived at the end you are not mad at them just glad they stuck it out long enough to reach the end period.
    (0)

  7. #7
    Player
    Toutatis's Avatar
    Join Date
    Dec 2021
    Posts
    1,007
    Character
    Marshmallow Puff
    World
    Excalibur
    Main Class
    Warrior Lv 82
    Quote Originally Posted by ShadowyZero View Post
    blah blah blah.
    No, it’s not normal for a tank to be able to solo 4/8m duties and, in some cases, with a ridiculous amount of vuln stacks. I play tank pretty often and it’s a joke to survive in normal mode.

    Also, the healer dying is not always the healer’s fault: it can be the tank’s fault or the fault of some others in the group (i.e. not stacking when needed, tank moving on group at the last second with a tank buster, no mitigation when needed). Some fights are survivable on well geared dps but not all are due to aoe and that’s even when the tank uses appropriate mitigation. Some dps are also more “squishy” than others. Selfish tanks are the worse and end up on my blacklist.

    I am also sure that tanks were not designed for the purpose of soloing an entire synched duty when the group lies dead: it’s more one of those savage/normal mode imbalances that SE does not bother to fix. Btw, on lower level duties tanks do not have this survivability. It started to become a problem with EW and it’s been greatly exacerbated in DT.
    (5)
    Last edited by Toutatis; 07-16-2025 at 02:08 PM. Reason: English and additions

  8. #8
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    3,996
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by ShadowyZero View Post
    [...]so be humble try playing a tank for one whole week i promise you will change your thinking right away an will be thankful the healer was at least "just there" to assist an make things a little easier an smoother even if they nose dived at the end you are not mad at them just glad they stuck it out long enough to reach the end period.
    Been playing all 4 tanks in daily roulettes for years solely to get the 700/900 credits achievements without spamming o3n PFs - yeah no. I don't think it's a mad notion to wanting most of the HPS requirement being handled by the healer. Not the dps. And certainly not the tanks. But in good amount of my dungeon runs, that's just not the case. Sure, encounter design also affects this, but they're not mutually exclusive. Trying to pretend tanks' sustenance in their kits not being bloated is comical at this point. I should not be able to solo/duo bosses from <=65% even as a Dark Knight without the healer, or straight up replace them because it's more optimal to bring 3rd DPS.

    If people were to ask for my opinion, NONE of the self sustains they've gained since the start of 6.0 were 'needed' at all. Warrior's SIO regen? RI/NF/BW change? Equilibrium HoT? Damnation HoT? No, they're all excessive. Paladin's HS regen? Intervention regen? maybe even their built in heals from their spells? No, they don't need those all. Gunbreaker's Aurora charges and buff? HoC heal? Pfftt not even close. Dark Knight was 'the best' imho until they somehow decides to buff Abyssal Drain. Great, yet another benediction at 1 minute cooldown has joined the tank's arsenal.

    EDIT: there's also what I'd call the unforeseen collateral damage that they've created by letting tanks handle this much amount of required HPS for so long - is the healer would just phase out & conditioned to not actually heal when they needed to. I don't think that's a sentiment you'd like to foster.
    (4)
    Last edited by Rein_eon_Osborne; 07-16-2025 at 02:04 PM.

  9. #9
    Player
    Uzephi's Avatar
    Join Date
    May 2017
    Posts
    102
    Character
    Elie Uzephi
    World
    Midgardsormr
    Main Class
    Scholar Lv 100
    Quote Originally Posted by ShadowyZero View Post
    nice try you only focused on one thing an not all of what i said
    Just because I clip one main thing, doesn't mean much. Maybe I like pointing out a main issue with a post instead of bolding it. In any event, if you're going to brick wall and say a wipe isn't justified when someone in your party, like the healer fails in such a way they die. You left your story so wide in interpretation adding a good plausible story to combat your flimsy argument that 'just wiping' is somehow not an answer in some situations like I brought up. IDC if it pops up, I know plenty of players who disable notifications like that so it doesn't show up in their chat log. You were not meant to 'survive long enough' without the other two legs of the trinity. If you want to complain about fight design, I'm here for it, but don't misconstrue what your role is in the dungeon.
    (0)
    Last edited by Uzephi; 07-16-2025 at 03:32 PM.

  10. #10
    Player
    Kirutsuki's Avatar
    Join Date
    Feb 2023
    Posts
    183
    Character
    Kirutsuki Noel-e'xion
    World
    Spriggan
    Main Class
    Monk Lv 100
    Quote Originally Posted by ShadowyZero View Post
    i do not agree with this take its not the tank's fault that a healer may suddenly die in combat people need to stop asking to take things away from jobs i know healer mains are angry and for a good reason but they dont need to blame it on other jobs or players
    and just because it might make you personally angry that you can't contribute cause you were not paying attention to the encounter or because you made an error doesnt mean everyone else needs to suffer for your mistakes.
    It's not about shifting blame or really any of what you said there.
    A healer absolutely knows that they died because they made a mistake.
    But a tank should not be able to survive without a healer, simple. Just like a DPS can't.

    There is no blaming happening, but what is annoying is that IF mistakes are done which literally are unavoidable, the tank is still there soloing stuff just cause they can EVEN when they make the same mistakes.
    There are times where I would personally much rather take the penalty and leave a duty, than watch a tank play solo.

    You say it isn't a pissing contest, but the literal notion that a tank does 50% of the fight while the rest of the party is dead is the literal definition of what a pissing contest is.
    EDIT: Just to clarify I don't mean that people take it as a pissing contest and get angry because you can solo a boss. But that you are doing something just cause you can.
    (2)
    Last edited by Kirutsuki; 07-16-2025 at 11:01 AM.

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