http://forum.square-enix.com/ffxiv/t...e-content-fail
this guy consistently delivers as the best retarded OF poster.
if for no other reason than bringing to the table the phrase "const-party", which totally sounds like something out of a philip k. dick novel.
I do, however, share the opinion that the grouping in this game is incredibly flawed in different aspects, although mostly for reasons different to the ones he states:
- Tank and Healer to DPS ratio. It's a clear issue in 4 man content (queues for dungeons and easy mode primals), but they also enforce the same role ratios with the mechanics of the majority of 8 man content. It's a fact that a majority of people people in most games will want to play a DPS role (besides the fact that most of the offered jobs belong to it). While that's not the game's fault, it's far easier to design the game with that in mind than attempt to change the roles players will prefer picking. I get the feeling that the only reason why SE made 4 man content a thing is to be different from both XI (parties of 6) and WoW (parties of 5).
- Lack of FC/LS oriented events that can accommodate a large and flexible number of people and roles joining and leaving mid-event (alla Dynamis).
- The larger the group is the higher the probability for someone to screw up something increases. This is probably a far fetched assumption, but I believe that smaller groups would have better probability of success (when you need to rely on pugs, that is) or at least make it easier to successfully replace the member who's at fault without the group falling apart.
- The larger the group is, the harder it is for everyone to reliably show on time. That, I agree with.
- FCs aren't usually made of multiples of 8. The way coil locks people up will inevitably end up causing someone to be left out. The coil lockout needs to work like CT's, even for the newer turns.
You, people that have solid statics, don't know how lucky you are.
TLDR: I think most instanced content would be far more convenient if designed for parties of 6 members (1 tank, 1 healer, 4 dps) rather than the current 4/8 instance designs.
Surprised this little gem didn't get posted here sooner....
http://forum.square-enix.com/ffxiv/t...ndgame-content
http://forum.square-enix.com/ffxiv/t...animation-ends.
According to most of the posters in that thread, you don't have to spam your skills to get them to come out in between GCDs cause this game is smooth as butter and instant is instant. All my wat.
I'd probably spam the ability buttons even if the game worked flawlessly.
Yeah, I don't understand his complaint. FFXIV was clearly designed to be a slower paced game that still utilizes a hotbar/GCD like most modern WoW-clones. It's not supposed to be super fast requiring instant and perfect skill execution. I think of it as a mix of FFXI and WoW. If it was more spammy and less smooth I would probably have stopped playing. That's the main reason I never liked any WoW-clone games. (As an aside, I actually preferred XI's system of requiring you to work within the game's auto-attack timer, targeting and character movement to really maximize your DPS.)
I imagine healers and tanks have the biggest complaint here, with Benediction/Hollowed Ground. I haven't had that many issues where HG failed and killed me (maybe once or twice) so it doesn't bother me. And as for Blunt Arrow (the other situation where I can think of this happening), with a 2.38s GCD and trying to silence spells/abilities with a 3-second cast, there's still plenty of time even if you push a GCD move immediately after the opponent starts casting (your Blunt Arrow can be used at around 66% of your GCD, which would be about 1.57 seconds). If they required us to silence a 2-second cast, I could see a complaint here.
I have never understood complaints about Blunt Arrow.
Compared to every other stun/silence skill it easily has the shortest animation and most immediate effect.
Shortest and quickest, yes. Not immediate by a long shot.
I have died so many times to HG not activating when the animation shows, it's pretty ridiculous
I like the long animation of Hallowed Ground. The arm movement and the sword thrust into the air synced with the golden shield effect is a great little visual. Once you mentally transition from HG being a "save my ass" skill to a "I am fucking invincible for the next 10 seconds, stop trying to hit me and hit me" skill, you'll be more happy with it. In other words, use it before bombs+landslide/triple incinerate/double dread rotoswipe, not after. Use it to give your healer time to stabilize the raid after something bad happens. Using HG on the final 5% of a boss to bring it home is pretty satisfying as well.
Benediction really can't be used ahead of time like that though, it really should get the Overpower treatment. I don't play WHM (only SCH) so I don't have a great feel for the cast time, but I really appreciate the SCH's Lustrate's near instant effect. Even though I've seen some sick 7 HP Bene saves, I've heard many WHMs complain that its' animation makes it near useless for its intended purpose.
Yeah there are definitely times where Benediction seemed like I did it in time and it failed. It works, but I think there's a little too much anticipatory requirement for something like that. Cooldown should be slightly lower as well.
I do use it that way but whenever I have to use it for an 'oh shit' moment and it doesn't activate in time it's fairly frustrating. They could have the effect pop up as you start it but you still finish the animation, since it's nice to look at.
The sad thing is it eats your cooldown even if it fails to go through. If the cooldown is on, it should have gone through already, not waiting a second to actually-for-real activate. Good job bene-ing a KO'd player, etc.