Wow this thread was active during the night
Wow this thread was active during the night
not to nitpick since i was active in FF11 until some weeks ago. But i wouldnt call throwing tons of brds cors geos and a couple of melees to burn down the boss strategy either. Because most 11 fights boil down to that after 2 weeks of their innitial release.
for me 14 is more strategic because every serious fight (as in coil) requires different formation/pt placeing/awareness.
I won't say 11 had a better difficulty curve, I will say I just can't take this shit where taking a update off means I might as well be a fresh lvl 50 again. I much rather have ffxi gear progress from the old days.
And no I'm not talking about land god bs. I liked how when I went away to college and quit and only played in the summers that my gear was not goal shit, yes there was new and better in many slots but I could at least jump into content without being a full on leech.
I think my biggest complaint and this is for almost all MMOs not just 14. Limiting players by set sizes. Fuck that I want to run something with one other person? Or 9 I cant... Really? I understand newest coil but everything else should have little to no limits.
The problem isin't the game difficulty it was the community
in XI the gimps were in a corner and did their own shit, and left the HC/elite players lead the game
Now it's the opposite, Casuals are rulling this game, and anything that is remotly difficult, they 'riot' on OF so that SE can't nerf the content, instead of trying
I also prefer FFXI's horizontal gear progression, but vertical seems to be all the craze with all the modern day MMOs. It used to be that every big expansion was the gear reset (EQ, pre WoTLK WoW). Nowadays, the biggest games on the market (WoW / FFXIV) have gear resets every new tier, which is kind of lame.
But let's be real, none of XI's fights were overly difficult.
Okay, screw trying to actually complete Turn 8 with pugs, I'm just moving on to Turn 9 at this point.
People just can't figure out how to get the Defense Tower to go off in between Allagan Field and it's infuriating enough to keep wiping at 3%. But now it seems everybody wants to tank the Avatar facing the Southwest corner, regardless of whether other people need to use positionals or not.
And when I point it out, that the other Monk and I are going to either severely gimp ourselves or possibly screw up a ballistic missile, they go on to tell me that it's not important, that I'll only be missing a few positionals. Yeah, only half of my rotation. Whatever, apparently you don't want to pass the fight. Go bang your head against the Avatar's face until expansion.
Eh sea was done decently well even by today's mmo style. Hate resets adds one shot kills dealing with mobs 2hr that could wipe tanks/ stone 3 people. I think people look at sky gods to much when they complain about it.
Sea, salvage, znm mobs, NI and such where fun well done systems tho most where just a tad to easy because of the horizontal gear. They really did need to upgrade gear a little faster.
Won't be doing Turn 9 with pugs (at least not a full group), that was never the plan. I would do Turn 8 with my usual group, but we're on different schedules and my time's tight as it is right now anyway. I want to at least start learning something new.
People only have nostalgia for oldschool XI, so I threw an example of oldschool XI's bullshit. Don't get me started on Sea drop rates either or Cheater's Isle Investigation before SE nerfed the crap out of it.
Modern XI is just praying your random augments aren't shit as you slowly work away on your best gear swaps and that your stunbots don't fart since everything murders anyone not an A/O PLD, hence all the safe strats of stacking RNGs with that low-hate WS relic weapon. That and afk-farming job points with a bot.
Delve mega bosses relied too heavily on the stun-or-wipe bullshit though. It's one of the reasons I left the game after having cleared everything prior to Delve 2.0. I'd rather everyone be responsible for something in a group, not just the crutch of a good stunner or bot. It's why I enjoy ARR's endgame, lock-outs aside.
Random complaint: Still no command for setting graphical options so I can do a "crank settings" macro for screenshots, and another for returning them to sane settings that guarantee me 60fps.
Also none for setting audio either. The amount of times I hit Ctrl+K daily to bring up system config.
Delve was done via zerg method because the bosses weren't figured out. (stun whoring the mobs)
While stuns were still needed actually taking down the Auras made them much more manageable.
Delve progression was > RNG parties > MNKs+Stuns > finally Aura dropping and proper kills. Most groups still did MNK zergs because of how over geared people got.
Anyways the whole system was very good. Kill fodder to get pop items to kill NMs, that dropped NM lockout items to make the instance easier. Or you could enter without the pop items and kill the NMs inside.
For those that didn't do Delve it was a 5NM+Boss instance. All the NMs had heavy gimmicks so you needed a broad range of jobs. You could enter delve and fight all 5 NMs and after they were dead you had a chance to fight the megaboss but there was only 45minutes to do all that which made it rough at first. The other option was to kill the NMs outside of the instance and they dropped items that locked them out of the instance. So if you killed 2 NMs outside once you entered you only had to fight 3 NMs + boss. Hardcore groups farmed both, casuals could just farm the outside monsters.
While stun was an essential part in delve 1.0, it wasnt the win button on release (only later when skill+ was added to weapon and stat vomits).
Tojil would start to resist stun if you didnt meat the DPS check, Tojil would resist stun without any GEO in your PT in most cases very fast into the fight. Stun was useless on the Matamata, Raptor and Adamantoise basicly.
The Shark would resist stun anyway with verve up, He would also start to resist Stun if not meating the DPS check later on. So you needed somethign else after the 25% mark was reached due to random Verves. Stun was only usefull for the Oboro and Carkclaw.
The Bee starts to resist stun later on If DPS check wasnt met, You could miss stun due to Blinks. Stun was only usefull for the Tytherym.
Keep in mind i am talking from a point of view of somethign not useing a stunbot, everything else was nearly impossible to stun without a Stun bot.
Good Stunners meant not an auto win button in early release of delve (pre stat vomit and +skill bullshit), you had to meet the DPS checks and healer checks to win. Those 2 checks were also very dependend on your buffing support and debuff support (DRG's angon, RDM debuffs, GEO COR BRDs etc etc.)
Mindless zerging wasnt an option, and Relic Rngs were only an option for the bee mega boss, but definitly not for the pre NMs or any other Delve boss and pre NMs. From my point of view Delve 1.0 on release was really perfectly balanced.