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  1. #1
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    5,405
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Alice_Rivers View Post
    I have to agree, I was RDM for the fight in question and I hated all of it but the job shouldn't give because the fight design was atrocious. Instead the devs should playtest with all the jobs and ask "does this work?", that should have lead them to move that part of the fight to a one minute window instead of a two minute.
    I'm sure they playtested it, and went "does this work?" then someone replied "not on my machine", and lo and behold the encounter design team barged in and suplexed the job design team into submission like Sabin suplexes trains.

    Quote Originally Posted by RodericWarblade View Post
    I'm honestly really confused about why people are complaining about the changes. I personally love them.

    It's a temporary range buff when you use Manafication now. You still need to dash in and do melee range combo without it. Everything else from what I've been playing has been great, and all I play is RDM. Burst window is easier, it makes me feel like an actual Magical Sword wielder when I power up and can slash away from a distance.

    Why complain when your buff window was made easier? I don't get it. It's not like they removed Dual Cast or anything. Just made it easier.
    I mean, you can also make a change so that you only have to spamm a single button during burst that condenses all of your abilities into one, that's making the buff window easier too. Why would people complain about it?
    Heck, condense the whole rotation into a single button, job should be easier to play, who in their right mind would complain about it?

    Quote Originally Posted by Underscore View Post
    It's crazy how backwards the developers' priorities are when it comes to encounter vs job design.

    They make a Savage fight where Red Mages can't get in range to do their melee combo during one of the 2 minute windows... and their response to that little dilemma isn't to simply adjust the raid mechanic like any sensible person would, but instead to remove the 2-minute melee combo from the job itself.

    What are we doing here? Why are we removing core features of the jobs and taking away their identity across the entire game for the sake of uptime during a single raid mechanic in an individual fight? Fights should be designed around the jobs, not the other way around.
    It's always the story and it's been going on for a long time. Remember that when P10 got released they buffed most healers and mitigation abilities to 50 yalms? And made their bubbles cover the whole screen?
    (2)
    Last edited by Valence; 12-20-2025 at 02:58 AM.
    Secretly had a crush on Mao

  2. #2
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,641
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Valence View Post
    I mean, you can also make a change so that you only have to spamm a single button during burst that condenses all of your abilities into one, that's making the buff window easier too. Why would people complain about it?
    Heck, condense the whole rotation into a single button, job should be easier to play, who in their right mind would complain about it?
    We should do exactly that. SE did it with Healers, and it was universally accepted as 'the best video game design decision of the century' and everyone loves it /s

    Quote Originally Posted by Valence View Post
    It's always the story and it's been going on for a long time. Remember that when P10 got released they buffed most healers and mitigation abilities to 50 yalms? And made their bubbles cover the whole screen?
    30y (And 20y for GCD actions like Succor, more recently), but yes

    There were times, such as M8S adds, where you had to think about what healing actions to use because you were out of range. Whether to leave the party on the other side to the cohealer, or to find an action you can use that hits both sides at once. For example, SGE couldn't hit everyone with Ixochole there, but they could hit everyone with Pneuma, or Holos, or Panhaima. It provided opportunities to be more creative in the solution for 'how to heal party', rather than just defaulting to 'press Succor/Medica'

    SCH is the worst offender for this. The fact that you can move the Faerie to a different location from yourself, indirectly extending your healing range, gave SCH the potential design space for some really interesting interactions when it came to 'party is on opposite sides of the arena for this mechanic'. But now we have 20y Concitation, so whatever cool planning you came up with for those adds, is less relevant now, because you can just press Succor between each hit instead
    (2)

  3. #3
    Player
    Aidorouge's Avatar
    Join Date
    Apr 2024
    Posts
    698
    Character
    Buzam Aidorouge
    World
    Excalibur
    Main Class
    Ninja Lv 100
    Quote Originally Posted by ForsakenRoe View Post
    We should do exactly that. SE did it with Healers, and it was universally accepted as 'the best video game design decision of the century' and everyone loves it /s
    I DO find it funny that some of the same people I saw mocking healers over the "strike" in certain FF14 circles are now howling mad at the ever growing march to narrowing DPS and tanking options.

    It's almost like ya'll were trying to warn folks or something, but I think you were all told to "go play something else or quit"? Yes, I think that suggestion still works in red and blue just as it did green~
    (6)

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