Archive for August, 2015

Tank lbs are only useful when facing attacks that hit most or all of the party for enough Cheap FFXIV Gil damage that it would kill party members from full/near full unless they get the -10%/20%/-50%.

The FFXIV Healer lb3 is only useful when an attack has just killed multiple party members. Healer lb1 and lb2 do little that can not be covered by their normal AoE healing abilities and MP recovery is pretty much a waste of a limit break.

It is best to use the melee DpS lb when it is full unless the boss has a mechanic that can be skipped with proper use of the lb (such as the last boss of Brayflox HM).

The caster and ranged lbs are most useful when you have at least 2 targets that need to be damaged.

I would like if the required you to LB more often at specific points.
All they need to do is utilize LB generating mechanics like Ifrit’s nails or Cloud of Darkness’s Dark Clouds.

With those mechanics, you can have zero LB and build to level 3 just by killing the adds.
Stuff like that can incorporate the FFXIV LB usage into the fight which I think would make it more of an interesting fight mechanic.
It would also allow the tank LB to be used more, since you can guarantee it right before the big hit.

As it stands, the tank LB just never gets used.
I think all the LBs should get FFXIV Gil used more. The fights just need to auto-fill them so that fights are designed around it.

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And I’m not saying you need i200 for anything other than Savage… I’m simply pointing out the difference between something being “required” and something being “useful”. Esoterics gear is useful in virtually all Lv60 content, just because you can do Neverreap in i160 doesn’t mean that i200 isn’t helpful… Most Final Fantasy XIV Gil people don’t even bother with raiding and still go after Esoterics because of the sense of progression the gear provides, compared to the utter lack of progression provided by the full i180 that isn’t particularly hard to be in by now… Right now this game basically has no endgame content for the majority of players, and that easily reached 450/week cap is the only thing providing any sense of progression. That is both a weak sense of progression to begin with, and limits you to a single Job in a game which has “Play everything on a single character” as one of its main selling points…

Opening up that cap to multiple roles/Jobs, while still providing a cap on how quickly players can gear (which is the entire purpose of the cap) literally does nothing except give people more “content”… It doesn’t impact balance in the slightest, since you can only take a single role/Job into an event. All it does is give people who’re bored out of their skulls with the game something more to do each week while we wait for 3.1. Having the i200 weapon for Ninja and FFXIV Dark Knight, for example, does absolutely nothing. It does not make my Ninja any stronger in Alexander, nor does it make my Dark Knight any stronger. They’d both be as strong as they’d currently be if I put Esoterics into them, I’d just have two options instead of one. Simply put, I don’t need a Deathbringer for Neverreap or other non-Savage content, but that doesn’t mean I don’t want one and would benefit from having one. If, after three weeks, I could obtain a Yukimitsu and Deathbringer, neither my Ninja or Dark Knight is any stronger for it. Unless there is something wrong with people being able to take multiple Jobs into Savage (and I don’t think there is), I don’t really see any issue with a suggestion like Cheap FFXIV Gil this. Being able to progress multiple Jobs should be a thing in a game with a Job system like this…

The only real issue with this is accessories, since they’re shared across multiple Jobs; I could get FFXIV DEX accessories on Bard and my Ninja would benefit from that. That’s the only issue though.

I think his point was the things Final Fantasy XIV WHM gets after 50 make up for it in Job identity. WHM is a very different healer to either Final Fantasy XIV SCH or AST. Its less subtle and more powerful. Homogenization is only an Final Fantasy XIV Gil issue when the Jobs start to feel too similar. Granite skin and Protect are poor ways to define WHM.

WHM job identity is in raw powerful healing output. They are the BLM of healing pumping out heals on a scale the other healers cant match. Their major restricting factor is Mana. The post 50 abilities only strengthen this feeling of a healing artillery gun. They are the masters of reactive healing. How does damage mitigation make them less homogenized vs healing Jobs that specialise in mitigation?

Perhaps part of the difference between us is that I am not looking at this from an endgame efficiency point of view, and perhaps you are. Yoshi clearly is, hence his comments abot waiting until the interviewer hit 60. I’m sorry, but I don’t measure much of this game based on raid or end game utility. The look and feel, personality and how something plays matter more to me.

I never quite saw WHM as just being about the big numbers. The point, and problem, is that specific things that set the Final Fantasy XIV WHM apart were removed. Things that set something apart are key aspects of that thing’s identity. I mean it’s all nice and well to be a healing bazooka, but that narrows the scope of the role Final Fantasy XIV WHM filfills compared to how it was before. I understand that the expansion brought 3 new jobs, but look it this way, some (not all) Bards, White Mages and Paladins are upset and feel that many of the changes to the game, their job and the new jobs have removed some of the things that set them apart, some of the aspects to those jobs that made them unique are no longer unique, or no longer work the same way. I don’t know, to me alienating players of three FFXIV Gil original jobs seems to be an issue, especially as two of those three are in roles we are already short of.

“I already talked to the team about the Moogle side quests, because they are quite tiresome and tedious jobs. For the future, we like to remove this type of quest.

There are two points to improve for side quests: First of all, you need to assign a proper story to that side quest. We also want to add more cheap ffxiv gil variation to the side quests.

For example, you may need to find the highest building an an area and jump off from the top if it. Or you need to carry a certain item and secretly sneak into a building without being noticed by anyone.

We think that adding that mini-game type of quests to the game should be fun. I actually talked with the team about this last week, before coming to Gamescom. Before moving to 4.0, we have to add more variety to the quests. We want to change this and the flag systems. These are the things we want to improve.”

I mentioned this idea in a different thread, but I think adding a new type of duty would be great where there are solo duties like this where you have to do a stealth mission, or a competitive guild hest where players race to a prize in a treasure hunt…

I also think a dungeon where players must cooperatively escape from a prison would be fun where all 4 Final Fantasy XIV players start in different locations, and have to solve puzzles, and meet at the end, fight the prison warden and escape, but battles would also be discouraged, like all gear is removed, though this could be done with a stat locking drawing weapon, and glamouring gear into prison clothes, and interacting with a chest at the end removes these stats.

That’s also something that could be done in an expansion. There are some people complaining about too many new moves and burn out trying to learn all the new Final Fantasy XIV Gil skills. In an expansion, to break up variety in new battle skills, Every job could have a few puzzle dungeon skills added like Ninjas can lockpick a door to gain access to places others can’t (Or a Warrior can kick down the door, but it makes noise possibly attracting attention) while a Dragoon can jump over obstacles to bypass certain areas.

The crafting mechanic, the act of crafting, has always been fun to do… But that is not enough FFXIV Gil, there needs to be UTILITY to other gamers who are not crafters. I mean, it’s mind-bogglingly stupid for the devs to think that ENDGAME crafting can exist as a worthwhile entity on its own, with no utility for anyone who is not a crafter.

I mean the jewelry is garbage as it’s so many ilvls below tome gear, same for any armor or DoW gear, the weapons are glamour at best, there is literally nothing of value beyond the Thavnarian crap and that’s only going to last as long as it “feels new”.

I for one am completely sick of these chicken poop developers who are so damned frightened of making something crafted actually useful to anyone. The developers are so afraid of crafted gear they have actually made crafted tools near useless. Now, even the damn tools we can craft for ourselves (which have no utility mind you, beyond crafting more crafting gear) – now those crafted tools are junk versus scrip gear (unless you have hundreds of millions of Gil to spend on grade V materia that doesn’t exist, lol.

My God, you guys (Devs) blew this so badly.
It’s awful, and the more I think about it the more I am seeing how timid you are, it’s really getting old by now.

Here’s an idea… Dear Dev’s, grow a pair and make crafting useful for once in all our lives. That’s really all there is to it, all the complaints come down to this, fine make a Cheap FFXIV Gil grind. Fine, make the worst grind ever!

But make there be something worth grinding for at the end.
You know what is at the end of this magic grind?
It might as well be a pair of dirty shoelaces, and they ain’t magic shoelaces. Cause there is nothing worth crafting.

LAME