We are not going to spoil the fun for you by spilling the details. Again, don't tell me to play other games and try to actually have a discussion instead.This questline is expected to get more updates in the future, which means that the tools will get further advancements.Ī team of eight-players can undertake this trial battle. I just wanted to ramble somewhere and this post will definitely not go well on rslashmainsub or my friends' discord server lol, so I'm posting it here. I know the game has many things holding it back like spaghetti code, tethers not snapping, targeting and object clicking being weird sometimes. I really think the game can be so much more, or could be, maybe it's too late now. I also miss when AOEing mobs actually meant the run went twice as fast, but nowadays the devs balanced dungeons HP around AOE damage that it's the expected now, so dungeons don't go any faster, they just go much slower if you don't. Which is why I only really play BLM anymore as it changes every fight. There's only two ways to play the class you're playing, either one way, or the bad way. This is a small point and won't talk too much here. The only cool moments anymore are scripted by the devs, and fights are merely a spectacle while you do your school project with 7 others. If the only thing you can do in a fight is your rotation, that just takes away a lot of creativity from the devs. That is true, but we're talking beyond getting stunned here the gameplay falls apart when you disengage for one second that uptime strats exist to save you a whopping GCD or less sometimes, and some of those strats are sometimes so frustrating to execute yet people continue to do them with terrible success rate because they'd rather be hardstuck on progging this one part than losing uptime. Now you might say, well those aren't fun. Of course it was always there then too, but you're delusional if you think the game is still the same. I'm just walking in an out to dodge, stacking with the team. Susano trapped you in a boulder, made you the lightning rod and told the tanks to defend the team with orb popping and sword blocking. Twinkledinks jumped the fuck around the arena, spawned mobs and told you to either work for the team, or drop the brown puddle on the boss and kill everyone. It really limits design because now the devs can only thing in logical problem solving. Now fights are problem solving and long walks on the beach. Can you imagine if Midas, one of the most beloved raid tiers of all time by seasoned players, was released today? Gorilla/bird transformation, cages, the 4 robot gauntlet would have been beyond hated because you have to sacrifice some uptime to play the game. Bosses got bigger, gimmicks where you can't do rotations were entirely deleted probably forever. It's the big haram of FFXIV to lose uptime. TL DR Uptime is too sacred to the point where if your fight can't let you keep it, it's badĬurrently, and for the longest time, combat does not allow you for once second to disengage. I guarantee you Eureka would have been very beloved if the combat didn't feel like a twelve step program sometimes.Ģ- Combat is Pulling Boss Design Down With It I'm not asking for faster GCDs (don't tell me to go play WoW, that's not constructive), just a bit more oomph so that disengaging doesn't sound so much better than killing the damn thing. There's so much downtime and buildup on everything, and the 2min meta emphasized that more than ever. Why do I need so long to set up against a random-ass mob? FATE farming, Eureka, Bozja and Deep Dungeons would have been so much more satisfying if I can get to the good part a little faster. You can do crazy oneshot combos and go straight into your strongest skills (if you have enough MP for example) instead of having to spend the first 15 seconds or so setting up your rotation and buffs (sometimes 60 if you're playing DRG, sometimes never if you're playing AST). I've played many JRPGs since the year 2000, and while I did feel bored as one does, more often than not I went out of my way to engage in combat because it was flashy and satisfying enough. How many times have you decided to just kill the thing that aggro'd you instead of running away and disengaging? The combat system is quite slow, to the point where killing a single mob in the overworld is a chore on many players. While Eureka was a failure for many reasons, combat was definitely a very important one. Without flashy animations, challenging mechanics and amazing soundtrack, the combat falls very flat. TL DR: The amazing boss fight design covers the flaws behind the slow combat. I've been playing the game since 2014 and have seen almost all iterations of jobs, bosses, side content like POTD and Eureka, and all sorts of things.īefore you say I'm probably too burned out and jaded to enjoy the game anymore don't worry, I've taken breaks and if there's anything I'm burnt out from, it's fishing (lol).
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