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FFXIV: Stormblood - Launch TrailerFollow

#1 Jun 07 2017 at 12:08 PM Rating: Good
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Super excited about this.
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#2 Jun 07 2017 at 5:50 PM Rating: Excellent
My body is ready.
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#3 Jun 07 2017 at 6:18 PM Rating: Good
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My body might be ready, but my internet connection won't be. *sigh* 3Mbit blows.

Would probably take 10h or more to download...
#4 Jun 08 2017 at 8:49 AM Rating: Good
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I've always thought gunblades were ridiculous, but the gatling umbrella stand sword sheathe might have topped it.
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#5 Jun 08 2017 at 8:57 AM Rating: Excellent
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lolgaxe wrote:
I've always thought gunblades were ridiculous, but the gatling umbrella stand sword sheathe might have topped it.


What? It offers diversity in sword choice, surprise for both your enemy and yourself since you never know which sword you're going to fish out of it, and it keeps you dry on rainy days!
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#6 Jun 08 2017 at 10:15 AM Rating: Good
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Next up, a gatling gun that shoots swords!
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#7 Jun 08 2017 at 10:27 AM Rating: Decent
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Guess they're waiting till closer to 4.01/4.05 to show the actual content coming. It's interesting but depressing if what looks to be an open world zone that Ixion was in. Was hoping if he ever ended up in XIV it'd be a trial/optional savage primal since they said they're adding "Savage Bosses" starting in 4.x, rather than a hunt mob/FATE fodder (since there's nothing they can really do with those.)

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#8 Jun 08 2017 at 6:55 PM Rating: Good
I hope this expansion renews my interest in this game. I'm really hoping for a massive overhaul of the battle system/fights. I doubt it'll be that drastic, but here's hoping!
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#9 Jun 12 2017 at 11:44 AM Rating: Default
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Montsegurnephcreep wrote:
I hope this expansion renews my interest in this game. I'm really hoping for a massive overhaul of the battle system/fights. I doubt it'll be that drastic, but here's hoping!


Since the embargo is well over and I can openly speak about it now - Apparently the build we played was from April (according to Yoshi anyway so who knows how true..) it does feel different, but not a massive overhaul. We haven't seen the actual content to the game yet so its hard to say what they have in mind down the line, but the dungeon we got to play was the same dungeon we played since 2013, maybe even 2011 if you reach back far enough.

The gauges are pretty much just a more in your face buff manager. Heat Gauge for example is essentially Hot Shot+Ammo from 3.x, but it's a bit tricker to manage, but not as "RNG" as the old MCH rotation. So for people who take the time to learn and master the jobs, it feels amazing. For people who do the bare minimum or below the bare minimum, there's going to be a lot of frustration. I'm not even saying that to be "elitist", just the way it felt as of the media tour it WILL frustrate people who don't apply themselves.

So it's not drastic, as expected, but it's more going back towards 2.x gameplay for some jobs.
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#10 Jun 12 2017 at 12:07 PM Rating: Good
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Hopefully the "maintenance buffs" aren't too annoying.

I never cared for them, they felt like needless over-complication to me. Things like Cat Druid in WoW annoyed the crap out of me, with these short-term buffs that you have to keep re-applying just to make it complicated and if you don't, you lose upwards of 50% of your DPS if you don't do it right. I didn't like having to keep an eye on what bosses are doing, AND keep an eye on buffs, AND try to remember which one I'm supposed to do next.

Thankfully XIV doesn't have anything like that I've seen yet (but then I've yet to play MCH, MNK or DRG), other than maybe trying to keep RoH and Goring Blade up on an enemy full-time (which I simply don't do; the DPS from Goring Blade doesn't seem worth it even on solo mobs, let alone dungeon mobs or even less, bosses).

I've been curious though what PLD is going to be like, I'm sitting here hoping they didn't do something ridiculously stupid that makes the job not fun to play. I heard complaints in dungeons that they are "killing" WHM by making them cast Cure more often but I'm sitting here going "Uh, that's what a WHM should be doing anyways" ... and the healer goes "No, we do regens, medicas and the occasional Cure II" ... and I'm just rolling my eyes, it's that "Healer DPS" mentality we got going.

I really wish they would find a way to keep healing nice and smooth like it is, but also place incentives/reasons for healers *NOT* to DPS. I hate almost dying because a healer is not fast at stance-dancing or in the middle of spamming Stone, Holy, etc. I hate it when I'm healer, I just want to keep everybody alive or I'm lesser geared and I get chewed out for not DPSing enough.

Healers are supposed to be healing. Let the DPS to the actual DPS.
#11 Jun 12 2017 at 1:13 PM Rating: Decent
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A lot of healers just stand around doing nothing when the tank (or party) doesn't need healing, so I notice a lot of chewing out rather than asking especially based on the 111 page topic on the NA OF. For example Gubal HM, aside mass pulling, none of the bosses dish out enough damage you even need to be out of cleric's stance for, it's rare for me to drop below 13k on DRK even out of grit.

Also, XIV has plenty of that - SMN, MCH, MNK, BRD and DRK for example have debuffs/buffs you have to constantly refresh or you'll play sub-optimally. You need Ammo/Hot Shot constantly up when applicable, BRD you need Straight Shot and DoTs constantly up. Mnk, Stacks. SMN needs DoTs up constantly including bane for multiple targets etc.

The biggest way to get healers to actually heal and not focus on DPS is to make non-savage content harder, as much as people absolutely hate hearing that, the content is just far too easy that healers really...have only the option to DPS or stand around and do nothing if you get a good tank. Early expansion content before we gain our gear and sync down from level cap will be heal heavy but it evens out VERY quickly. Savage, with or without echo, always have heal checks. Leveling and Alliance content do not. There's only 1 exception to that and that's **** Wind in Weeping City and even then it's more of a "LETS FORCE EVERYONE to 1% HP!" rather than an actual heal check, it's making sure your healers didn't fall asleep lol.

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#12 Jun 12 2017 at 1:34 PM Rating: Good
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Lyrailis wrote:
I heard complaints in dungeons that they are "killing" WHM by making them cast Cure more often but I'm sitting here going "Uh, that's what a WHM should be doing anyways" ... and the healer goes "No, we do regens, medicas and the occasional Cure II" ... and I'm just rolling my eyes, it's that "Healer DPS" mentality we got going.

Healers are supposed to be healing. Let the DPS to the actual DPS.

For many people, myself included, stance dancing and DPSing in between heals is half the fun. I'd be bored out of my mind if I spent an entire dungeon doing nothing but casting cure or waiting around. It's one thing to spend most of a boss fight curing. I'm fine with that because you're also dealing with mechanics and stuff. Dungeons aren't only bosses though. Does anyone really want to fight trash so hard that healer is forced to spam cures non-stop? That sounds way more annoying than fun.
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#13 Jun 12 2017 at 3:29 PM Rating: Good
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Karlina wrote:

For many people, myself included, stance dancing and DPSing in between heals is half the fun. I'd be bored out of my mind if I spent an entire dungeon doing nothing but casting cure or waiting around. It's one thing to spend most of a boss fight curing. I'm fine with that because you're also dealing with mechanics and stuff. Dungeons aren't only bosses though. Does anyone really want to fight trash so hard that healer is forced to spam cures non-stop? That sounds way more annoying than fun.


To be honest, I'd like to just fight less trash entirely.

Trash is boring. Very rarely are there mechanics, and it's the same thing over and over again. Pull big group, AoE them down, pull big group, AoE them down. Occasionally dodge attacks, or once in a blue moon like Sohm Al (Hard), use environmental junk to help kill them faster, still boring.

IMO, 1-2 trash pulls between bosses. Shorten the dungeons a bit. Do they need to be 30 minute slogs? That's why I love Trials more than Dungeons. Trials, you show up, pull boss, kill boss, done. No boring trash.
#14 Jun 12 2017 at 4:21 PM Rating: Good
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Dungeon design is always going to be a matter of opinion. Personally I think dungeons are a good length right now. I'd like to see more interesting trash, but I don't feel like we need less of it.
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#15 Jun 12 2017 at 5:52 PM Rating: Good
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Instead of trash, could have minibosses instead or something... fights with actual mechanics, even if they are just mini fights sorta things...

Oh, and one of the reasons I don't like trash? They don't drop anything. Nada. Zilch. IMO, get rid of the coffers and make trash drop stuff. It would feel more rewarding if you got more than 10-50 gil out of a kill (and the most recent HW dungeons don't even do THAT!). I hate killing junk and getting nothing out of it.

It's such a letdown.
#16 Jun 12 2017 at 6:26 PM Rating: Good
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Oh, and one of the reasons I don't like trash? They don't drop anything. Nada. Zilch. IMO, get rid of the coffers and make trash drop stuff. It would feel more rewarding if you got more than 10-50 gil out of a kill (and the most recent HW dungeons don't even do THAT!). I hate killing junk and getting nothing out of it.


That'd be nice, but mostly what you're getting out of trash is a break and a chance for your cooldowns to reset.
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#17 Jun 12 2017 at 6:38 PM Rating: Good
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Callinon wrote:
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Oh, and one of the reasons I don't like trash? They don't drop anything. Nada. Zilch. IMO, get rid of the coffers and make trash drop stuff. It would feel more rewarding if you got more than 10-50 gil out of a kill (and the most recent HW dungeons don't even do THAT!). I hate killing junk and getting nothing out of it.


That'd be nice, but mostly what you're getting out of trash is a break and a chance for your cooldowns to reset.


If you needed a break, you could always ask the group for a quick AFK or something, and cooldowns should always reset upon boss pull anyways.

One thing I've always hated... pop a 3 minute cooldown, wipe on boss... gotta wait for the cooldown to come back up for another try. I don't get why cooldowns don't reset the moment the boss is pulled.

EDIT: Obviously this means that cooldown buffs would have to be wiped when boss is pulled, but I think that's acceptable. Any buff with a recast of >5 seconds would be wiped (that is, anything that isn't Protect, Stoneskin, Stances, etc).

Edited, Jun 12th 2017 8:44pm by Lyrailis
#18 Jun 12 2017 at 7:14 PM Rating: Good
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Lyrailis wrote:
One thing I've always hated... pop a 3 minute cooldown, wipe on boss... gotta wait for the cooldown to come back up for another try. I don't get why cooldowns don't reset the moment the boss is pulled.

EDIT: Obviously this means that cooldown buffs would have to be wiped when boss is pulled, but I think that's acceptable. Any buff with a recast of >5 seconds would be wiped (that is, anything that isn't Protect, Stoneskin, Stances, etc).

Agreed. It's really stupid that you have to sit around and wait for CDs to reset after a wipe.

I'd do it the other way around though, where CDs reset on releasing after death (or when a boss dies.) No need to worry about loosing pre-fight buffs, and it's not game breaking because people who release mid fight can't reenter it anyway.
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#19 Jun 12 2017 at 8:25 PM Rating: Decent
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I think it's mostly because of what will happen lol. For example if there's a trash pull/boss just before boss, it'll be like A9S where people will run in and pull boss immediately just to reset timers.

From a coding perspective (and how ****** SE's coding is) it would kill the game if it refreshed CDs on boss pull, not only that, that small frame will allow bots and exploits to run absolutely wild.

But as of now, CDs does indeed reset on wipes. This is why I have very little hope for Eureka because if it's similar to Diadem or even an iota close to dynamis, having trash drop gear, even if stopgap, would be good as long as it doesn't overtake content, for example nothing wrong with mobs dropping trash ilvl gear or even 'antique' gear you can "roulette" for gear since SE seems to be moving into that direction and we alreayd used that for the ilvl90 AF back in the day.

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#20 Jun 12 2017 at 10:05 PM Rating: Good
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Obviously this means that cooldown buffs would have to be wiped when boss is pulled, but I think that's acceptable. Any buff with a recast of >5 seconds would be wiped (that is, anything that isn't Protect, Stoneskin, Stances, etc).


Poor NIN... That's a pretty hard nerf right there.

Quote:
I'd do it the other way around though, where CDs reset on releasing after death (or when a boss dies.) No need to worry about loosing pre-fight buffs, and it's not game breaking because people who release mid fight can't reenter it anyway.


Agreed, that's a much better way to handle it.
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#21 Jun 12 2017 at 11:14 PM Rating: Good
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Callinon wrote:
Poor NIN... That's a pretty hard nerf right there.


well, ok, you can exclude Huton from that.

I'm talking about stuff like Hallowed Ground, Fight or Flight, Rampart, Divine Seal, Swiftcast, etc.
#22 Jun 13 2017 at 7:52 AM Rating: Good
Theonehio wrote:
Montsegurnephcreep wrote:
I hope this expansion renews my interest in this game. I'm really hoping for a massive overhaul of the battle system/fights. I doubt it'll be that drastic, but here's hoping!


Since the embargo is well over and I can openly speak about it now - Apparently the build we played was from April (according to Yoshi anyway so who knows how true..) it does feel different, but not a massive overhaul. We haven't seen the actual content to the game yet so its hard to say what they have in mind down the line, but the dungeon we got to play was the same dungeon we played since 2013, maybe even 2011 if you reach back far enough.

The gauges are pretty much just a more in your face buff manager. Heat Gauge for example is essentially Hot Shot+Ammo from 3.x, but it's a bit tricker to manage, but not as "RNG" as the old MCH rotation. So for people who take the time to learn and master the jobs, it feels amazing. For people who do the bare minimum or below the bare minimum, there's going to be a lot of frustration. I'm not even saying that to be "elitist", just the way it felt as of the media tour it WILL frustrate people who don't apply themselves.

So it's not drastic, as expected, but it's more going back towards 2.x gameplay for some jobs.


Guess I'll just wait it out and see how it's received. Either way, I'm so far behind on Heavensward that I wouldn't be able to step into this right away. It's good knowing there might be less RNG though, was annoying as **** on MCH.
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#23 Jun 13 2017 at 8:03 PM Rating: Good
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So with sentiments expressed on trash are you saying you want to see dungeon monsters like those in FFXI? Many of the monsters in those areas took a full party several minutes to kill? I guess I'm trying to clarify how we define trash?

This was something I've struggled with for awhile. When Yoshi announced that the battle system would be more standard like other MMOs on the market back in 1.xx I was a little disappointed. I don't dislike what we have but I do long for more strategic battles and greater teamwork beyond what the limit break system provides. Although I'm skeptical, it may be the intent behind the creation of 8 man raids. I'm not looking to argue the merits and fallacies of the XI vs XIV systems. I'm simply observing a desire for less trash and more consistent challenge.
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#24 Jun 13 2017 at 8:14 PM Rating: Good
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So with sentiments expressed on trash are you saying you want to see dungeon monsters like those in FFXI? Many of the monsters in those areas took a full party several minutes to kill? I guess I'm trying to clarify how we define trash?


That doesn't feel like a fair comparison. FFXI didn't have dungeons the way we think of them. FFXI's "dungeon" areas were just areas like any other. They didn't start to have anything that even sort of resembled a dungeon until things like Assault and Nyzul Isle (I know Nyzul was an Assault, but it's sufficiently different that I think it should be considered separately).

The purpose of trash in a dungeon is to give you a break between bosses and to help the dungeon environment feel more alive. Just sort of casually strolling from circular arena to circular arena would be really boring.

Also I'd like to point out that we DO have to think about how to handle trash until we outgear it to such a degree that it becomes trivial to just mindlessly pull a bunch of it and blow it up. It's important that players be able to advance in power and do that, but it's also important to remember that at the beginning, you can't do that. Btw that reality is about to smack people right in the mouth in a few days, because somehow no one ever remembers that you don't outgear things at the beginning of an expansion.

As for your remark about strategy and teamwork.... we have that now. Savage fights and EX primals require strategy and teamwork. PvP requires even more since you can't pre-learn what your opponents are going to do. So maybe I'm not understanding what you're asking for here?
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#25 Jun 14 2017 at 10:54 AM Rating: Good
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Callinon wrote:
Btw that reality is about to smack people right in the mouth in a few days, because somehow no one ever remembers that you don't outgear things at the beginning of an expansion.

Ha ha, yeah. As a healer, I'm looking forward to laughing at all those "PULL EVERYTHING" tanks who will inevitably die 30 seconds in.
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#26 Jun 14 2017 at 1:52 PM Rating: Decent
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Strangely enough, while you don't outgear it, the start of the expansion (SB) is actually geared around the 'casual' ilvl ending of HW, so if you actually took the time to gear up beyond "just the minimum" you'll be right at home. The gear they let us use was 70 gear scaled down but not the final stats, you weren't hit any harder than you would be hit in say SA Hard Mode's last pull. At E3's build though, it's hard to say considering main challenge was a modified primal fight.

It's similar to 2.5 > 3.0, if you had a relic, Final Coil gear fully melded, you handled Dusk Vigil like a pro. It was The Vault (so near the end of the leveling dungeons) is when reality slapped people lol. So you'll be fine the first 2 dungeons unless they made MASSIVE changes from the Media Tour build, but those tanks who don't wait for protect and ****, yeah, let them run off to die.

Edited, Jun 14th 2017 7:31pm by Theonehio
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