Rampart is 90s.
Requiem effects all spells/magic attacks regardless of element (or absence thereof), doesn't effect any elemental melee attacks/damage.
A SMN using anything other than Garuda ever is doing it wrong.
What does GW2 base have? I know it has some dungeons and pvp/WvW. I'm actually curious as I only played beta, and the friends I know who played all quit a few months after launch (which I laughed at because they had been trying to get me to play for months on end up to the release).
I feel one major thing lacking in 14 are NMs. Haterade all you want, but I enjoyed the NM hunting when the drops were made rare/ex to stop the RMT bots.This goes into the whole horizontal vs vertical argument though. I feel like horizontal is terrible, but there should be SOME variation to gearing. Some pieces of allagan/myth have the same goddamn stats which I think is just stupid. As much as I hated it, I did like how in WoW there used to be 2-3 pieces for each slot you could go for, though now I think its down to 1-2 as they have streamlined everything.
^ I will hatorate, thank you very much, especially in a game where hackers could simply control your character while camping HNMs.
The gear issue could have been fixed by simply having more content and putting in the work to differentiate the gear. Different gear doesn't have to be different simply because it comes from a HNM vs. another instance. They just launched with too little top-end content. We've already established this.
Until SE stops being Japanese and fixes their shit to the point where character and POS hacking doesn't exist, I don't want my gear drops relying not only on SE's RNG bullshit, but also on other players cheating me out of my proper attempt. Keep the worthwhile shit in instanced content; just make fucking more of it if you can't be arsed to figure out how to properly code a game.
GW2 initial endgame had... ummm... level 50 "fate" chains that you can actually fail on and are somewhat worth doing. 5...? or 6? forgot end-game dungeons ( hard modes ) with 3 paths each so a total of 18 places... one of dungeons had 4 paths so +1. I think that was it for initial release. Crafting in that game was worse than in 14, it's basically, buy all your crafts to 400 so you can auto-level your char at the same time.
Yeah, crafting in GW2 was beyond broken. If you had the money you could craft your way to level 80.
Can't you cap crafts in this game with money and leves too?
Crafting in GW2 leveled your character's class as well, I think? So, you were basically just able to buy levels.
GW2 has its own problems now but one can't deny it doesn't shit all over base ARR when put side by side. PvP and WvW are a pretty big deal for many players.
Orr shit all over Mor Dhona with events like Balthazar, Grenth and Melandru being legitimately difficult enough to wipe most bads in short order. XIV has a number of ezpz world FATEs that are rollable in seconds with a distinct lack of endgame outside instances. Shatterer, Tequatl and Claw of Jormag (GW2 HNMs) were all in at release and could be seen no matter how many people flood your screen. None were legitimately difficult but repop quickly enough to give everyone a chance to at least fight. Odin and Behemoth are invisible and still haven't been totally resolved. Worse, they have some lulzy 3 day timer because someone at SE thought it'd be cute to act like this was base XI.
The world of Tyria is HUGE compared to Eorzea and it doesn't look bad to boot. Frostgorge Sound, Sparkfly Fen, Timberline Falls and Blazeridge Steppes are standouts for looking pretty bitchin. Eorzea is cramped, small and there is little sense of scale once you run from one end of the zone to the other in less than 5mins. Shit, zones in XI feel huge by comparison. Beaucedine Glacier? La Theine Plateau? Ifrit's Cauldron? All gigantic zones.
I too share the sentiment that the game needs some horizontal action going on and some NMs that are popped with items or quick lottos for loot. Purely vertical is a hot mess. Let people work for rare (craftable) triggers to pop an outdoor HNM for a full party or 'alliance' sized content.
I want to say an over-glorification of "the old ways" and all that tripe, but hell if I know. Maybe they're just lazy or incompetent.
The part that boggles my mind the most, is this is the same company that did a lot to help people mule rare/ex gear to your mules in FFXI...and yet they think it's a bad idea. Is there some massive exploit that happened in FFXI that I am just not aware of?
I haven't seen this be a big deal in ANY mmo ever, I just don't even....
You're right, obviously, however, that specific comment was more towards wanting more content, and not caring about there being too much.
Would rather have too much to do than too little.
I honestly also don't believe there would be less complaints if there was no lockout but no rewards from Coil.
people would just complain about how useless the instance is instead.
idk about that. WoW did it, and it went well enough that they are doing even more changes to this for the next expansion (currently you could do it for LFR, next expansion you can do it for normal and hard as well).
I mean, people will bitch about anything. But I think in the long run it's healthier for the game than not.