I get where Gran is coming from. It's a very weird "distinction" that's being made, namely for casters, since pretty much everything we do is some sort of spell, logically speaking. Assize, Asylum, Tetra...all of those utilize/fall under white magic, yet all are classified as "abilities". My guess is their reasoning for that is so they can balance certain skills around not having certain buffs and such (as the case is with how Largesse doesn't affect the abilities I previously named).
I had the same realization/epiphany as Gran did, only it was maybe a year ago-ish when I was leveling WHM up through HW content. I found it odd, yes, but once I realized I needed to check skill descriptors/tooltips to know what affected what, that helped to alleviate the confusion a little. Honestly, I don't see why they can't affect those abilities. I can't think of how it would be game-breaking.
Another tooltip that comes to mind: MNK's Brotherhood. Specifies that only weaponskills have a chance to grant the stacks. That makes me wonder, though...as a caster, would spells count? Otherwise, that ability is pretty much shit in a caster heavy group.
I don't agree. As a role action it should not become so powerful that it is mandatory to take.
The skill itself is fine as it is, merely the TT needs to be changed.
Personally, I feel like an idiot for using it wrong for 3 years which is the main reason why I am so pissed about the issue. ^^
Another confusing as fuck tooltip, brought to you by MNK: Riddle of Earth.
The way it is worded, it appears that by activating the ability, it refreshes the duration of Greased Lightning stacks to it's maximum. Tried it a couple of times...no go. "Dafuq, is it bugged?". Flexed some Google-fu and found out that it's not the activation of it that refreshes it, but rather it's the shield/buff you get from using the ability. That buff has to be triggered (which happens upon taking damage) in order for the refresh to take effect. So it's basically a glorified mini-Rampart for MNKs...who shouldn't be taking any damage aside from unavoidable pulse/aoe attacks, which hit everyone.
I'd be on board with a game like this as long as there was plenty of content to do that helped feed you the experience needed to level up. I can't stand grinding and doing mundane tasks ad nauseum to supplement your stats.
If the game had in-game tasks, games, jobs, etc... that could be used to "train" your stat that would be pretty awesome...to a point. Like being a Blacksmith would give you Strength bonuses, hunting with a bow or gun would increase your Dexterity, solving village/city problems that require thinking (investigation type stuff) would increase Wisdom. Intelligence and Vitality would increase through actually playing and being exposed to the things that either positively or negatively affect you...school of hard knocks in a sense.
I could go on but I think the main focus for me would be earning a class which then leads to earning skills, higher level gear and therefore additional avenues for improving in that combat school. Like everyone starts out as a farmboy/ nobody type person and then grows into a style of combat/ play that fits them and after getting enough stats, gear, and prestige you could join the guild/ class hall/ whatever you want to call it for that school of combat. After earning enough you could eventually branch out, just like in Elder Scrolls type games and learn skills from different schools and join more than one and maybe eventually all of the different guilds. Making the journey the focus of the game and not just a stepping stone to the "end game."
Of all of the ARR EX Primal fights which one would you guys say was the hardest? Managed to get the Shiva mount but she's still being stingy with the SAM/RDM weapons and we were trying Titan last night which we're able to kill but sometimes it was a bit of a struggle due to some of his mechanics causing an insta wipe which we died to a few times (eg I think we were getting too close so we were both getting trapped in a stone prison type thing and then he'd jump in the air and the fight would reset which we had happen a few times :/) Overall it dosn't seem hard once we get used to the fight but are things going to go downhill from here and get harder or are the rest of the primals on par with Titan and Shiva? (Garuda was easy as pie lol)
Last edited by Nasriel; 2017-08-01 at 01:26 AM.
Thanks to Shyama for this beautiful signature <3
Maybe i'm wrong, but i feel like FFxiv is just another WoW clone, a decent one, but still a copy. It just feels like a good alternative to WoW. But personnaly i'm sick of WoW and grew sick of xiv really fast.
Still a good MMO for those who enjoy the Final Fantasy/anime universe, but this game bring absolutely nothing innovative to the MMO genre. It's at best just another time sink.
It's close to WoW in a lot of mechanical ways, but it has some good iterations that draw a certain crowd.
1)Focus on story with you at the center.
2)Everything doable on a single character.
3)Crafting and gathering are classes, not just side-activities.
It's not really innovative, no, but few games are, most are iterative of an older concept. Blizzard themselves are not very innovative. But they are fantastic iterators.
It's a WoW clone in the same way every FPS game is a Doom or Half-life clone. It's a genre so of course there are going to be many similarities. They took the basic idea of this style of game and tweaked some things here, borrowed some ideas from a few other places, and gave it a nice sheen of polish. Interestingly enough, that's pretty much been Blizzard's modus operandi since day one. Every one of their big games has been just taking an established genre and giving it the Blizzard high level of care and quality. Including WoW. I still recall people calling it an Everquest clone back around it's announcement and launch.
I think FFXIV has done a great job at making a modern MMO that still has traces of the older hardcore style of MMO. Pretty impressive considering what a disaster the original launch was. It also has easily the best community I have come across in an MMO in a long, long time. You could say that SE doesn't have anything to do with that, but they have put a number of small things in the game to greatly encourage players to act that way. The single biggest, especially coming from someone who just started playing not that long ago, is to make the game newbie friendly. By doing things like giving bonus rewards for finishing dungeons with players who have never done said dungeon before it actually makes people happy to see new players. I have not once been kicked from a dungeon because I was new and have actually been thanked for being joining. Tell me, when have you ever seen something like that in another MMO? Little things like that spread throughout the game and all make for an overall friendlier community.
EverQuest Next died, and with it died the hope for true innovation in MMOs for a while longer.
The most ambitious MMO that was adding a lot of innovative new things prior, imo, was Vanguard: Saga of Heroes. They reached too far too fast and flopped.
Innovative MMOs don't seem to make it out the gate, not always entirely their fault, but they've been getting battered when they've tried. Shame, really. But as the Amalur MMO proved, investors have reason to be wary of pumping millions into a new IP that's going to try and break the mold. High risk of failure means high risk of lost investment.
Last edited by Faroth; 2017-08-01 at 12:54 PM.
Fair enough, my mistake then. I could argue that there are other role actions that are considerably more "powerful" and "mandatory" so I assume you have issues with them as well. I also don't think having it affect all healing is as powerful as you're implying. I mean heck, you already thought it WAS doing that and it was fine . I'm just looking at it from a meeting standpoint. You have some people sitting in a meeting saying how about this ability? Yeah boosts healing, that's cool. Then somebody in the back says, only make it so it affects strictly cast timed spells. We don't want it affecting more than that. Someone else says why? I just can't see a group of professionals ironing out aspects like that and not looking a little silly (granted I've seen rooms full of idiots who make a lot more than me say some dumb shit so its possible I'm wrong here).
So the idea is that you're an Alchemist who's volunteered to help build and explore this newfound world. Your civilization has done a minor job exploring the immediate vicinity and establishing towns, cities, and camps, but the furthest reaches are still unexplored. The world is full of varying locales and environments, and the inhabitants have a surprisingly robust knowledge of their own version of alchemy.
Your goal as a player would be to just explore the different zones, build your character and workshop, make friends, and uncover the mystery of the new world/civilization. There's also a MSQ element tied to an NPC who has a fundamentally different view of Alchemy and plans to exact his agenda on this new world before settling back into your old one.
So the game cycle works like this:
You explore zones, acquire materials, fight enemies, explore cities/towns/NPC's stories that could teach you new recipes. You then go back to your workshop and craft. Crafting generates XP just like combat. Alchemy allows you to shift gear effects and stats around, boost gears efficacy, craft tools and items with various effects and potencies. So there's no "training" your specific stats, but there's training your character in total, which then you translate into whatever build/design you're pursuing.
Every system ties into each other rewarding you for whatever you decide to do to spend your time. Zones wouldn't be easy to just run through and skip, you'd actually need to adventure through them to get to new ones. You'd create new skills/builds to surpass enemies who gave you a hard time or a zone that was too volatile or dangerous to explore. You'd get new/better gear, or continue upgrading existing gear to be better, and find rarer, more potent ingredients to craft more powerful and versatile tools. You're always limited on how much you can carry (item/tool wise, and ingredient wise, separately though).
The overall premise of things I'd want are: character progression that feels like leveling, but doesn't abruptly stop and then suddenly change. Horizontal gear progression. Gear is useful and powerful, but it's not always a simple replace and throw away adventure. You can empower existing gear with new gear that drops via alchemy, or outright craft better gear via the same method. It's a fun shuffle to basically create your own perfect character.
To be fair, in some pugs I've ever joined in WoW I was thanked for being there, either for saving a run, or carrying one. I've had similar success in BNS, albeit much less often. People have asked how I did so much dps and asked if I macro'd and asked for help understanding and setting one up. I've had people ask me in PVP how I knew what they were going to do. As an avid fighting game fan, if I lose and I dont understand why I always ask. Nothing annoys me more than someone saying get good, so I always extend the courtesy of explaining why I did what I did and how I guessed what they would do etc. I've been thanked for that and that's a pretty toxic game lol.
This, largely, mirrors my own experience. PvP games in general seem to have a reputation for toxic fanbases made up of players who's only adjective begins with an F. The truth is I have far more people on ignore in FF14 than I do in DOTA. That may seem hard to believe, but there seems to be the expectation that MMO groups should all conform to the exact whims of some players and deviating from that even slightly is enough to have them frothing at the mouth. I've had someone point out that the shouldn't need to "tell me off" for using my personal DPS cooldowns while playing solo and should save them for boss fights exclusively, the odd one or two tanks get really upset that I was DPSing as a SCH and even one guy who went absolutely baslitic that the RDM in our group had no Materia in his gear and didn't know the Ala Mhigo dungeon - Despite the fact he'd clearly been level 70 for under an hour.
Fact of the matter is I run into more PvPers who are more helpful and aproachable than their PvE counterparts. I dropped by an SF discord for new players the other week where 15(!) people offered to help out a new guy with getting the basics of Birdie down. He was innundated with everything from text guides to offers to personally coach him. Earlier today I was making friends playing LoL despite the fact we were getting totally wrecked.
The idea that PvP communities are automatically worse behaved has never matched up with my experience of them. It tends to be used more as an excuse for why people don't want to play PvP rather than having much basis in reality.
Just what is it with Japan and cat people anyway? They seem to be massively over-represented in Japanese made games. They're not quite as ubiquitous as physics defying hairstyles and wearing more belts than the leather section in Ann Summers, but they're getting close.