Forum Settings
       
1 2 3 Next »
Reply To Thread

Announcing the December Version Update!Follow

#52 Dec 05 2014 at 8:02 AM Rating: Good
Wants you as a new recruit!
*****
17,417 posts
I for one am happy that after 7 years of being away from the game and having lost my original character that I can start all over and get right back to where I left off in a matter of days worth of playtime. This game plays like any other final fantasy up until the point where new content becomes rough. I very much like that I was able to solo Thief all the way to 99. I would never have attempted this back in 2005.

Edit: I live in Japan now as well, it is nice being able to speak a bit to the Japanese players. Some of the ones on Asura are funny people.

Edited, Dec 5th 2014 6:04am by Sogoro
____________________________
Bringing derailâ„¢ back.
Smiley: canada
Qui s'estime petit deviendra grand.
#53 Dec 05 2014 at 10:37 AM Rating: Good
***
1,004 posts
Seriha wrote:
Some people have come to hate me in the past because I spent so much time wanting to "fix" [whatever aspect of the game you are passionate about]

Not to be a kiss-*** or anything, but you have like 10,000+ posts, and I can only ever recall agreeing with you on, or appreciating the contributions of each of them.

Abyssea era was initially my most hated era, but grew to be my most beloved. Delve era wasn't terrible, "event" and "gear" wise, bringing back the concept of weakness exploiting from Abyssea and adding to it in pretty interesting ways, but... they failed in one pretty major area (an area FFXI has put way to much emphasis on since it's beginning) : Stun reliance.

I can still recall being a BLM in my mid-lvl-60s wearing AF in sky, brought there eagerly because there was a dire need for stunners in order to succeed against the main sky gods (or so was the mindset back then, keep in mind this was AGES ago). For years and years after, on every 'major' encounter I can recall, stun came into play at one point or another. I found it super annoying that the strategy our LS used in dynamis was RDM chainspell stunning DL (newcomers might not be familiar, but the fight used to be very different from today and that was one of the few viable ways to zerg your way to victory). When I first returned to the game in this recent "delve" era, I was ungodly annoyed that yet again; here we were like 10-12 years (I forget, something in that range) later at a boss who not only again required the extremely lame and rehashed 'well timed stun' mechanic, but required multiple, maximum re-cast-reduction spamming stuns to really ensure survival. To me this is just poor game design, any other modern MMO of our time requires actual thought, interaction, reaction, maneuvering and use of environments, but FFXI falls back on the crutch of "stun dat spellbility!", I'm just not a fan of a spell you get at level 40 driving endgame mechanics for 10+ years. Would have been fine with this, but then it came up again on multiple other Delve bosses, and yet again in incursion... Has any effort been put into this at all? Personally I feel that the 'mega-bosses' of this game should not be able to be slept, stunned, gravitied, or paralyzed (nor do I think paralyze should be so nearly-impossible to avoid for melee int he current state of the game... it needs a way out, it's one of the worst forms of loss of control of your character the game has to offer... the para 'aura' stuff is just stupid). Anyhow, I'm rambling a bit here, but my point is that Abyssea did a fantastic job of moving away from all that stun reliance.

Oh, and much like the new "job point superior gear" thing, they offered people Brews in abyssea era, this is what I see as it's equivalent. They both serve the purpose of giving people a shot at great gear that they otherwise might not be able to obtain, as a reward for simply "putting enough time into the game".
#54 Dec 05 2014 at 6:24 PM Rating: Decent
Jack of All Trades
******
29,633 posts
Thing is, if something isn't so devastating that it requires stuns, it'll be seen as Too Weak. Much like Abyssea stuff.

I do agree with the point of overreliance, though.
#55 Dec 05 2014 at 6:39 PM Rating: Default
Scholar
****
4,639 posts
Once players starting using Chainspell -> Stun for everything, everything became too easy. It also required no coordination to pull off.

I don't know why they just didn't up the level of Stun so only BLM's and DRK's could use it.
____________________________
Hume male, Zafire, Server: Sylph
50DNC, 50SMN, 50BRD, 50SAM, 50DRG, 50WHM, 52THF, 52COR, 52MNK, 58BST, 60WAR, 67PLD, 69PUP, 75RNG, 75SCH, 75BLM, 80NIN, 80DRK, 85BLU, 85RDM
Retired since February 2011.
All SJ's capped for LVL99!

#56 Dec 05 2014 at 10:30 PM Rating: Good
Guru
Avatar
*****
11,159 posts
Yeah, I could get behind the sentiment of less stun reliance and better mob design with a side of environment meaning more. Yeah, FFXI characters not being able to jump may limit things in the long term, but I really do think things could've been a bit better than a behind the scenes dice roll deciding it's time to use Oblivion Smash over and over. Heck, to this day, I wonder if there's a legit "trick" to ADL, because like AV, clues certainly weren't obvious. On the other hand, tweaking mobs like this will also require the enmity system finally getting looked at. And no, "Just let PLD go over the cap!" isn't a fix.
____________________________
Violence good. Sexy bad. Yay America.
#57 Dec 06 2014 at 8:11 AM Rating: Decent
****
4,447 posts
Seriha wrote:
Yeah, I could get behind the sentiment of less stun reliance and better mob design with a side of environment meaning more. Yeah, FFXI characters not being able to jump may limit things in the long term, but I really do think things could've been a bit better than a behind the scenes dice roll deciding it's time to use Oblivion Smash over and over. Heck, to this day, I wonder if there's a legit "trick" to ADL, because like AV, clues certainly weren't obvious. On the other hand, tweaking mobs like this will also require the enmity system finally getting looked at. And no, "Just let PLD go over the cap!" isn't a fix.


Wait, PLD can go over the cap now? How about RUN? And by how much?
#58 Dec 06 2014 at 11:02 AM Rating: Decent
Jack of All Trades
******
29,633 posts
They can't do that

But people have suggested it as a means to help tank jobs actually tank in this game
1 2 3 Next »
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 195 All times are in CST
Anonymous Guests (195)