Same here, I bought it myself with the intention of playing and finishing it. Played for a couple hours and just CBA to keep going. The story just felt so forced to me and the game play got pretty boring pretty fast. It's fast paced, sure, but so was FFXV... I don't mind deep stories with deep meanings in them, but I felt like I was just being pounded over the head with it and it wasn't even that good or fulfilling, I had no real desire to learn more about it. Especially knowing from the beginning that for me to see the "true" ending, I'd have to slog through the game multiple times. Fuck that.
Will really depend on how they do it. They just did it for the Return to Ivalice raid, and I thought it was done pretty well. I felt like they did a good enough job providing enough context to have it make sense, but not enough details to make you not care about the previous game. If they can do that with the Nier raid, I think it will be fine.I'm curious how they're going to handle this in FF14. Expecting the players to already know the story of the Nier universe before they set foot in the content is completely and utterly unreasonable. But telling players the story in FF14 spoils the plot of practically an entire series of games - One that players may be interested in after completing the content.
If they're going to advance the Nier story, then it's an issue that has to be dealt with at some point and there doesn't seem to be a good solution. Ignoring it would be like jumping in to watch the final season of Game of Thrones without either reading the books or having watched the show previously. You can enjoy it, but you'd lose a lot of the nuance, subtext and world building that has gone into it. You're missing a key part of the experience.
Agreed, but I'd take it a step further and have made a second gun wielding DPS class aligning with the Admirals usage. Make it the Corsair, maybe Musketeer..I don't know, just not what we ended up with.
They could have kept the current iteration of Blue Mage, it already has mandatory spells you need to learn before progressing with the job quests. None of the spells are really THAT OP, and many of the ones that are don't work on bosses anyway. I don't really even see a reason why it's limited other than them not wanting to spend the time needed to balance it. That said, I think they could have easily kept the flavor and feeling of Blue Mage while making it fit into the paradigm of the current game. I agree with the Mage tank part though, that would have been awesome.2) Blue Mage wouldn't be limited. It would be a legit Casting based Mage Tank (still obv in melee range tho), using a whip as a weapon and enemy skills (learned traditionally via job quests, maybe even very frequently rather than every 5 levels) to bolster/enfeeble. Yeah sure you couldn't get them ALL, but it's how I would have done it.
100% Agreed.3) Gunbreaker would be a melee DPS, an inverse of the RDM gameplay paradigm. The idea would be dual cast would turn into bullet swapping and oGCD usage type of stuff.
I'd be fine with Dancer being another melee DPS, but feel like the game just has too many DPS as it is. This design would certainly get me playing it. When I said melee healer I didn't necessarily mean it had to be in melee range, I was more referring to how melee DPS in FFXIV play; with combos, positionals, frequently used oGCD abilities, cooldowns, etc..4) Dancer would be the inverse of BRD. A melee support DPS. Imagine a whirling dervish armed with Chakrams in each hand, bolstering allies and good mobility.
I think that it's ok to reuse some job mechanics if the roles are differentiated enough. Someone once said that my Ret rework in WoW had a little too much overlap with Shadow Priest, but I was ok with that. Shadow Priest and Ret occupy 2 different roles (yes both, dps but ranged vs. melee is like black vs. white).
The idea of a melee version of BRD or RDM isn't a terrible one IMO, especially if you can design other core changes that further distinguish them.
I have to echo your statement that Dancer as a healer FEELS off to me. It's hard to place it, but I would play the shit out of a Chakram wielding whirling dervish of support dps, with very little hesitation.
See above - your thoughts?
I'm a HUGE fan of the concept of melee healing. I truly am, but like @RohanV mentions below there are legitimate concerns. It feels great in small party play where space constraints are non-existent, but in raiding it feels awful, because there are already way too many melee competing for space.
I just meant that the class would play LIKE a melee class, but be healing instead of doing damage with its abilities. I agree with the placement/ range issue and personally can't stand melee healing range healing styles for the reasons already stated. Therefore, the class would have similar range to current healers, but instead of just pressing a healing button, they'd do a "healing combo."
A thought I had driving to work today was borrowing from the Ninja Mudra concept and instead of having each move do something individually, you'd string together moves and have the finished combo have a different effect based on which order was used. Maybe a bit of both so it's not so GCD and latency dependent, so each move has a minor effect to make it useful by itself, but have the combined effect differ based on the order.
1 = small heal, 2= small HoT (low-sh healing+ short duration), 3 = heal modifier, 4 = shield modifier. 1+2+3 = direct heal + Hot effect with longer duration, 2+1+3 = another small HoT with slightly longer duration + bigger direct heal, 3+2+1 = large direct heal with small HoT, 1+2+4 = adds a decent shield effect to the HoT spell, etc.... Or maybe rather than have a modifier move, you'd have stances that could be changed on the fly (very short cooldown oGCD ability) that would act as the chain modifiers. Or maybe just make it simpler (in comparison) and just have branching combos where you'd have a common starter with multiple abilities to choose from. With AoE combos too to provide AoE healing alongside ST healing. Still spitballing here, would need to spend more time figuring specifics out, but that's the general idea.
Bottom line would be to have the class be a healer, but play like a melee DPS as all melee DPS (or all melee classes really) have a flow in combat, similar to how a Dancer would need to feel flowy and execute moves in a sequence.
That DRG move is pretty awful in execution. Things can get hectic in a fight where there's ground AoE to move away from, or like in the TG Cid fight, where the parties HAVE to split, or random members get forced into separate areas/roles for the fight, having a relatively key ability that requires you to stay close to someone is just ridiculous, coupled with how clunky it is to even execute just makes it an overall horribly implemented move IMO...especiall when the person you mig hwant to use it on is a caster or ranged DPS that should be staying at range anyway, rather than in melee range alongside the DRG.#1 reason I am not playing a DRG anymore. I already hate having my performance tied to other people, but add in the clunky macro system, UI, combat engine, and the general limitations of the ability and you get a severe headache at best, god knows at worst. Not only that, but the lack of feedback to even know who to give it to without using third party tools.
Shout out to my DF DRGs who know that I, the PLD am more often than not the best target to give it to. That 2k DPS BLM or BRD isn't worth it, and the 4.5k SMN who MIGHT be, has no desire being in the same zip code, let alone the 12 yalms he needs to be.
I didn't mind Anemos too much, it was straight forward, easy and pretty mindless, but you had a good idea of what you could earn in a given amount of time so it felt appropriately rewarding in that sense. Yoshi said in a recent interview that it was intended to be a "Time2Win" style area where time spent = rewards. I think it succeeded in that from a design intent perspective anyway.
My main issue with it came with Pagos and how insurmountable it felt to be relevant or welcome there after putting it off for a few weeks. For me to be welcome in Pagos after that amount of time, and therefore begin to actually earn Pagos rewards, I had to be wiling spend even more time in Anemos leveling up to a "suitable" level. Getting to level 25 which was considered "acceptable" to many, and it would take 6+ hours across a couple weeks due to how long it takes to complete the Challenge log and only being able to do the challenge log weekly. Granted, ~6-7 hours isn't THAT much time after how much time I had spent in Anemos already getting to level 20 and beyond, but having to spend any additional time there just felt unreasonable to me, especially since there are other avenues for earning appropriate rewards that I couldn't participate in if I was in Anemos and would take just as much or possible even less time total to earn them.
So that means, because I CBA to go back into the zone to level up because that's what the community is willing to accept, I'll likely never complete the story (which is relevant and I'm intrigued by it), never see the later zones (I still haven't explored Pagos at all, so I'll never see Pyros either or the zone after that) and never get the relic. Which is disappointing. In that sense, I think the design failed because it, unwillingly or not, left players like me behind. It wasn't engaging enough for me to want to play it except for the rewards (not sure if this was intended or not, so can't call it a "fail" but it certainly wasn't great IMO), and the design funneled players into mentalities that required players to play the old content for more time than necessary and not earn worthwhile rewards which disheartened many players into just giving up and never moving into or even seeing the newer content.
If they had made the later zones more accessible and able to be solo'd to a reasonable degree, I think it would have been far more successful simply because the design as it was required you to play with the community and the community adopted such a mentality (not begrudging it, the mentality makes sense) that made it difficult for people to get over that transition from Anemos to Pagos.