Solid post. These points aren't wasted vitriol, but well-thought concerns, and I share these concerns with you.
Solid post. These points aren't wasted vitriol, but well-thought concerns, and I share these concerns with you.
Yes yes. The same thread about making it 1.0 instead.
Ask blizzard about a single-player game with an online element? How's that relevant to an MMORPG like FFXIV? If you were asking for tier set bonuses like WoW does I may get behind your cause, but single effect situational gear is the bane of the modern MMO.
MMORPG > Final Fantasy in this case. Which isn't saying much as Final Fantasy games aren't exactly difficult outside of low level challenges.the quests which directly follow that (at least for Jobs) are certainly not much better. Despite the potential of the level sync system, backed by hints and even an easy mode for players who've lost, they've stripped these quests of interesting content and made them purely a "MMORPG" experience (and not a fresh take on it, but the regular lowered expectations of combat system not mattering and quests teaching nothing), not a "Final Fantasy" one.
Which encourages exploration. Not a bad thing.1) There is no sense of danger in the world
That was kind of the point of FATE, so there's no issue here.the onslaught of FATE alliance parties will make these events nothing more than EXP grab-bags.
There's a reason the social networking has been incorporated into the Lodestone. I don't facebook and my twitter account is gathering dust somewhere, so I am somewhat new to this stuff as a whole, but it is possible to meet people and make friends through FATE and even questing. Hell, I did a two-man group doing random things after trying to get mobs for a quest in East Thanalan that led to us joining forces for FATE, and ended up adding them to friends at the end. If you're worried about e-fame or whatever, you'll get no sympathy or support from me.3) This game is being molded in a way that ACTIVELY discourages servers from having a sense of community outside individual Free Companies (and perhaps, linkshells, but those are also falling to the wayside)
While I agree that the traits are lackluster when it could have been baked into general class scaling, most of the abilities have a solid foundation.Too many traits which take a boring ability and make it slightly less boring 10-20 levels later.
Aegis Boon - We got something similar but without the heal. This is fine.Aegis Boon - Fully blocks a hit and heals you.
Divine Veil - Raises block chance to 100% for the duration and spreads a regen effect to allies when Cure is cast on you.
Outmaneuver - Raises block chance and restores TP/MP on block.
Rampart - Raises defense. Is AOE. Generates enmity for every party member you hit with it.
Sentinel - Mitigates incoming damage and increases enmity generation during the effect.
Divine Veil - Not needed given the current pace of combat. Our job is to stay alive and hold aggro, let the healer worry about AoE healing.
Outmaneuver - Not needed given the current design for combat. TP generation was there because we started with 0 TP and needed an additional way to generate it. MP regen is built into Riot Blade's combo.
Rampart - Again, not needed. GLA and PLD have a very solid enmity generation system that gets only better once you bring Shield Oath into the mix.
Sentinel - This has always crept dangerously close to unreliable because of the effect length and the cooldown at the time it existed. Tanking, much like healing, needs consistent and reliable abilities and mechanics in order to properly work. The damage reduction is part of the GLA set of abilities, and the bonus enmity is simply not needed given our array of abilities that generate aggro.
Now you smell like a troll that hasn't played GLA or PLD. Flash will eat up your MP quickly if spammed, and any tank worth his salt will learn to blend in Riot Blade combos into their rotation to maintain their MP pool as best as they can.What is going on with their MP use (and how is Riot Blade useful)?
PLD/GLA is a tank, and thus doesn't need "viable cures" mid-combat. We have access to Cure from Conjurer, which falls more under utility like Raise and Protect; utility that's nice but won't make the class non-functional if you don't end up using them. This is fine, seeing that the FF Paladin is basically a knight with access to weak magic.Where is a viable Cure?
Mechanics and aesthetics separate one player from the other. Messing with stats only makes balance wonky, which then makes gear design and encounter balance even more difficult than they have to be.there is very difficult to differentiate players from each other (like I said, no room for creativity)
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
I do agree in most things ARR is a whole different thing, and it does feel like a generic mmo of nowadays. I got hook on 1.0, cause it was different, and it didn't rallied on typical mmo questing >Run to x >Kill x. Instead you had leves with the crystals, and the storyline ones. Which I thought was pretty nice. I was able to take my time leveling my classes by going to the leve counter, and choosing a area, and the level. Now leves are way different, and somehow I feel that they are useless, and annoying. I just miss the crystals.
Hate:
Fates
Instanced world
Want:
Leves back, tired of this mindless MMO grindrunning. I rather get a leve in the counter, and go to the crystal. Perhaps keep storyline quest the way they are now, but this grinding it's annoying.
NM's
Less instanced world.
Bigger world like 1.0
Really? Paraphrasing my litany:
Go write a book. Plant a tree and make it grow. Build something. Try to set a world record on a random shoot-em-up game. There's plenty you can do to feel accomplished. Unveiling the portion of a map in an MMORPG...LOL...
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
I don't care about those accomplishments right now. I work out, I draw, I write, I sculpt, I have a job, I get plenty of real life accomplishment. But right here? Right now? I'm talking about the exploration of this game.
I liked that feeling of accomplishment from finding areas guarded by dangerous monsters, so LOL to you too.
I am way too tired for this belittling crap alright?
So, how are these game problems? Aren't these all opinions?
Server problems are an objective problem, saying something is easy or boring is not...
I personally have been liking the armour I've been getting via loots/leveling up.
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