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  1. #1
    Player
    Talouin's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    30
    Character
    T'lohwin Tia
    World
    Leviathan
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Riposte View Post
    Items are boring
    I'd like to say that it's too early to decide that... but I haven't looked into theorycrafting the game too hard yet as it's only the 2nd day of EA. I find that the items feel exactly like they do in every other MMORPG that I've played. I feel as if items are fun for their cosmetics and their statistics feel like a gatekeeper to upper level content.

    On a statistics standpoint, I've definitely started noticing the fact that I'm in level 15/20 gear for the most part while doing GC Leves at +4 recommended level and I should upgrade.

    Quote Originally Posted by Riposte View Post
    They made quest battles too easy
    Honestly I'm not too sure about this point here. I enjoy the story quests simply because they are not a giant obstacle to the story. For reference, I loathed doing Maat to unlock my limits on some job classes. He was simply an RNG experience on some classes. Didn't get Chainspell or the Silence off on RDM? Welcome to try #100. In counterpoint, I could say that CoP was the single best storyline and gave me the greatest feeling of accomplishment in an MMORPG... but that is rose coloured glasses talking. Looking back, I would have much rather had more people be able to experience that story with me rather than discarding people along the way for the sake of completing "tough" content.

    I feel as if the storyline is just right. It shouldn't be the extreme content, it should be a compelling storyline and they do it well.

    Quote Originally Posted by Riposte View Post
    1) There is no sense of danger in the world, even in areas two dozen levels above your character.
    Do it without a mount. Your opinion will change. There are ways to challenge yourself.

    Quote Originally Posted by Riposte View Post
    2) The design of FATEs are crumbling under the weight of two+ dozen players spamming AoEs and getting gold medals for not thinking at all.
    This is true and aggravating, but how would you design around it? It was the same in GW2 and Rift. AoE classes have an advantage in the multi-mob FATEs and lose nothing when it comes to the single-target FATEs. I feel as if it's a design problem with the FATE/Active Event/Rift system itself.

    Quote Originally Posted by Riposte View Post
    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).
    This has not been my experience. I enjoy being a part of the Linkshell communities I am in. Also, the materia system actively encourages community between your dungeon runners and your crafters. It's been my experience thus far with crafting that you either have to be rich or love the crafting system to even want to level more than one craft to 50. Taking PUG as an example, one needs a Leathercrafter, Goldsmith, and Blacksmith at an appropriate level to meld materia onto your equipment. The Leathercrafter is fed ingredients by people that go out and hunt/kill mobs while Goldsmiths and Blacksmiths are fed by miners.

    I feel like the way SE has handled the materia system will foster community, at least on the crafting side. It encourages you to get to know your server's crafters.

    Quote Originally Posted by Riposte View Post
    4) Class/Job designs and individual actions are also very uninteresting.
    I agree with you for some classes, but not all. Gladiator definitely needs some love, same with Lancer.

    However with that said, Pugilist is fun if you're trying to maximize it via positional DPS. It works out to BACK-FLANK-FLANK-BACK-BACK-FLANK as your main DPS combo along with juggling the timers on 2x DoTs (assuming you slot Fracture from MRD), not allowing Greased Lightning to fall off, and not allowing Twin Strike to fall off. All of this is by level 20. Some of my LSmates tell me that Archer is also interesting and gives a very similar experience to the proc-based classes from World of Warcraft.


    In summary, while there are things that SE definitely should look at for future content updates I feel as if the game isn't all stormy clouds like the OP makes it out to be. While the OP does have good points in some areas I feel as if they are looking for negativity in others.
    (4)
    Last edited by Talouin; 08-26-2013 at 11:48 PM. Reason: 1000 character limits are silly

  2. 08-26-2013 11:46 PM