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Untrue. Outside of level 80 onwards, Dark Knights fucking suck now.I hate how tanks are indistinguishable from each other now.
The amount of raiders in this game who don't know interpersonal shit is quite amazing. You'll see them jump to DMs to shit talk someone for making a simple mistake in the middle of their raid time, then take it to five other discords to bitch about them and probably about the static as a whole. Makes me realize how lucky people are to have a small group of friends or static that are stable human beings. The decision to almost completely cut off talking to people in this game at the end of stormblood has made this game more enjoyable.You just described 75%+ of all raiders.
People are people. There will always be interpersonal conflicts, drama, etc. But if the people in your group are generally normal, you can usu resolve most conflicts without issue.The amount of raiders in this game who don't know interpersonal shit is quite amazing. You'll see them jump to DMs to shit talk someone for making a simple mistake in the middle of their raid time, then take it to five other discords to bitch about them and probably about the static as a whole. Makes me realize how lucky people are to have a small group of friends or static that are stable human beings. The decision to almost completely cut off talking to people in this game at the end of stormblood has made this game more enjoyable.
Lucy Pyre?Lucy is a raider. Raiders are always doomposting about simplification but keep playing. Lucy was also posting about how plugin bans will affect streamers negatively, and how much they're "helping" the game. Thank god Rin Karigani is helping. Please think of the streamers and youtube superstars!!
Depends on how you define this. Tanks have had very similar tools since 2.1 when they gutted Warrior's "unique"/garbage mechanics for what we have now. Dark Knight may have flowed differently in some ways due to mana mattering, but it still had the "1 > 2 > 3 combo", aoe circle, basic CDs, etc. The only time Drk felt super different was due to how aggro worked against its mechanics, a thing most people hated, and that you could just OOM yourself and not be able to pull adds at all until you got Syphon Strike back up.I hate how tanks are indistinguishable from each other now.
Actually WAR's cone AoE was changed in 6.0 or 6.1 (I can't remember which).FF14's design is more safe compared to WoW, at least your class/job wasn't as garbage in some patches like warrior or op like the death knight or paladin. Fuck, I remember that in MoP, raid comps would usually have 1 paladin tank due to its ability to remove its debuffs with Divine Shield or the have just Death Knights due to higher dps and broken mitigation.
I don't think FF14's tanks aren't that similar, the closest is DRK and WAR, I like DRK's fantasy but WAR seems to be more fun now, however I have have a better timer aggroing multiple adds with DRK since WAR has a shitty cone attack.
I've seen this happen since Stormblood. FFXIV's community are such pussies and the devs cater to that because hard content can't just be hard, it has to be "accessible" (whatever that actually means), that people who liked where FFXIV was going in HW just started dropping it or disliking it more overtime because it became painfully obvious that outside of ultimate (which they've walked back on a few different times how often they'll make Ultimates) their isn't much to see unless you are the typical toxic positivity "FFXIV's story changed my entire life because MSQ gud".I've actually wondered for a while if FF14's community would begin to collapse from the idea of "toxic positivity".
I get what you mean but the section towards the last boss was always awful and I hated it. (The slime shit that slowed you the whole time).I know I'm late on this, but as someone that actually liked the old version, the changes to Toto-Rak just make me sad. Heavens forbid a dungeon is something other than a straight corridor with 2 trash pulls between bosses.
They changed the entire dungeon, it's pretty much indistinguishable from everything else now. While I agree the last part wasn't great, the old version was just a nice change of pace considering how formulaic and boring the dungeon design is. Pretty much just beating a dead horse by complaining about it though, SE has been designing the same dungeons for 9 years, they aren't going to change now.I get what you mean but the section towards the last boss was always awful and I hated it. (The slime shit that slowed you the whole time).
I haven't done any of the reworked dungeons but if they changed that part, it's a win in my books.
Well, that's a shame. The last remnant of ARR's ambitious but janky design gone.They changed the entire dungeon, it's pretty much indistinguishable from everything else now. While I agree the last part wasn't great, the old version was just a nice change of pace considering how formulaic and boring the dungeon design is. Pretty much just beating a dead horse by complaining about it though, SE has been designing the same dungeons for 9 years, they aren't going to change now.
Nope. They're pretty much gone for good, half to streamline the experience and half to simplify it in order to cater to the new Trust/Companion system.Well, that's a shame. The last remnant of ARR's ambitious but janky design gone.
I hope they at least put the old dungeons in one of them exploration modes or something.
Nothing like a few people with actual normal day to day stuff happening to put things into perspective of how fucking weird that other part of the playerbase actually is.This reminds me that in a strange way I'm actually relieved when I meet players who talk about stuff like having to BRB cause their toddler is being fussy.
I'm late, gay, and skimmed past this comment, but this is not what started this trend. HW and all its damage it did with its changes, and more specifically Gordias and to a lesser extent Midas, did this. See back in the ye old days, SE got really really butthurt that Final Coil died in a few days from world first tryhards. So they were determined to make Gordias stupid fucking hard, aka it was an overtuned and buggy (Nisi can be glitchy as fuck if you do it as intended, and a3s was also kind of janky iirc) for anything except the literal 1% to do reasonably. It was a fucking mess that they've publicly apologized for multiple times, especially with Nisi. Paladin/Ast took more then an extra month to clear a4s because they were fucking awful and the checks were too tight and difficult for how shit they were.It's ironic because raiders and their insipid obsession with 'MUH BALANCE', 'MUH LOGS', and 'MUH TOP 100' are the reason why FFXIV's job mechs have all had their corners rounded off.
I LEGITIMATELY think that current gripes with job difficulty is a "you think you know what you want, but you don't." situation.I'm late, gay, and skimmed past this comment, but this is not what started this trend. HW and all its damage it did with its changes, and more specifically Gordias and to a lesser extent Midas, did this. See back in the ye old days, SE got really really butthurt that Final Coil died in a few days from world first tryhards. So they were determined to make Gordias stupid fucking hard, aka it was an overtuned and buggy (Nisi can be glitchy as fuck if you do it as intended, and a3s was also kind of janky iirc) for anything except the literal 1% to do reasonably. It was a fucking mess that they've publicly apologized for multiple times, especially with Nisi. Paladin/Ast took more then an extra month to clear a4s because they were fucking awful and the checks were too tight and difficult for how shit they were.
Also the jobs were fairly convoluted to play properly (War gained damage by using its tank CDs in its burst to generate an extra Fell Cleave in the raid window), really punishing (See HW Drg/Blm/Mch and HW Trick Attack required a positional to get off the debuff while having 5 seconds less uptime for twice the damage boost then it does today while still being a 60 second CD) to errors or misalignments, and it created this problem where they cannot balance DPS checks in a reasonable way because the difference between the true parse lords, the tryhard parse lords that are just okay to competent, and the actual shitters was far too damn high. Just look up HW BLM where you can just get cucked if you fuck up your uptime and you have less then half the movement tools you did today. Oh and you're worse then basically every physical dps except arguably Monk, so have fun trying hard and getting nothing out of it except suffering. BLM today has nothing on HW BLM for how sweaty you had to be to play it well, and HW BLM was bad especially after they buffed Brd/Mch/Ast
If you've ever played or played with a HW Mch that actually tried to do really well you know exactly what I mean. HW Mch despite the "gun mage" meme was a very fun job to play for how much was going on, but boy was it not as simple to understand as you'd think and it was super punishing if you were bad, or if your party was bad as wildfire was a massive damage modifier because it wasn't a set potency her GCD like it is today it was a buff that had huge multiplicative scaling with all buffs and crits. So if your party could align buffs right and if you were a god? Mch was one of the best jobs in the entire game at least top 5 with that list being: War/Sch/Nin/Mch then either probably Brd/Drg/Ast depending on the patch. Their is a reason Mch/Brd/Drg/Nin was the meta dps comp in every creator fight.
SE since Stormblood has been trying to course correct all the damage HW for anyone besides sweatlords. I miss some of that, and some jobs lost a lot in these various revamps, but for the overall health of the game it was the right choice because this game would be an even bigger shitshow if we still had HW job design and balancing.
I'd somewhat agree for the most part with your general point, but some of the changes are frankly shit that lost the feel of the old jobs. Also healer design is still lmao, while HW wasn't ground breaking it wasn't nearly this shit. If Cleric Stance didn't accidently turn itself back on after you turn it off if you double tap, it'd be a much smoother mechanic then it was but SE couldn't be fucked to do that and just axed it entirely so healers could boringly press the same button forever.I LEGITIMATELY think that current gripes with job difficulty is a "you think you know what you want, but you don't." situation.
An acquaintance of mine always complains "I miss HW jobs"
> Has been too lazy to set up their keybinds because there are "too many buttons".
> Does not even raid.
> Complains about everything endlessly, honestly, if they got what they wanted they would find something else to bitch about.
I sincerely think jobs are in a good spot right now. It's a good middle ground where mouth breathers can still be reasonably competent even if they are doing things wrong, it's intuitive with out reading 3rd party guides but if you want to put the extra effort in there is room to do so.
IMO at least. Taken with a grain of salt ofc because I am not sweaty.