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Final Fantasy XIV |OT6| Casino Royale

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This worries me:

http://www.neogaf.com/forum/showthread.php?t=935029

Really looking forward to this in FFXIV. I'm not sure how tying the FFXIV part into this version with microtransactions is going to work...

Depends on if they go the "your sub only pays for access to the game" route. Because I honestly expected the card game to be the major grind of 2.5 along with the relic chain. If they say our sub doesn't grant access to a fully realized card game that we have to work on to get cards, then there's honestly no point in even putting it in if it's riddled with microtransactions.

Chocobo racing in Gold Saucer is fine and all....but the real appeal to it has always been a possible card game. If they fuck it up with a paywall then they may as well just put something else entirely in.
 

IvorB

Member
Cause honestly, I never thought of using it in a single target rotation before. Which is why Im poking around for advice!

Oh right. I think you can still use it single target with swiftcast and, ideally, convert.

So they nerfed Second Coil I guess. It sucks to have to play gimped content but if that's the way of things then so be it. Twintania is still pretty fun and epic post nerf. Think I will jump into T6 tonight. Plus will be an excellent way to collect soldiery bonus since I guess many people will be doing it for the first time.
 

Mature

Member
As a decidedly more casual player, it's nice to hear some nerfs come out of the coil. Don't really mind not getting the gear or whatever, just want to do it for the lore/story.
 

aceface

Member
The nerfs really didn't touch anything that was causing T8 wipes last night, though. The only concrete change I can see would be echo consistently helping you skip fifth towers, and I don't think you need that even double tank because if you can do it when I'm subbing in and occasionally playing Paeon, there's no reason you couldn't do it with your better-geared BLM in there taking advantage of Dark's Foe Req. It felt more like everyone was out of sync than anything (and I think Ramuh later proved this out because OMG Beardman Why), and echo won't fix that. Wasn't a clear night but no shame in trying, and with Nael apparently allowed to continue her reign of terror unimpeded any group practice is probably a good thing.

Personally speaking, if Languishing was nerfed as much as the Renauds were, it will relieve a lot of my stress about coordinating those three tower sets. You can just assign two people (with one backup for field) to do towers the whole time and be done with it.
 

iammeiam

Member
I'm pretty sure I can kite face tank and heal T7 easily with this renaud nerf.

I think that was sort of the point--SE can't guarantee every DF group will have a SMN/BRD (or really any ranged DPS at all), so to keep it winnable by any class arrangement of average players in DF they had to make it so anybody could handle Renauds. The drop in evasion specifically seems targeted at letting healers tag them.
 

rubius01

Member
Chocobo racing in Gold Saucer is fine and all....but the real appeal to it has always been a possible card game. If they fuck it up with a paywall then they may as well just put something else entirely in.

I'll be grinding that chocobo racing.

Fuck the card game.
IX's was light years better.
 

Uthred

Member
I really dont see the problem with opening up old content to a wider audience, its not as if anyone going into it for the first time now was "doing it properly" anyway (being significantly better geared than progression groups)
 

studyguy

Member
I really dont see the problem with opening up old content to a wider audience, its not as if anyone going into it for the first time now was "doing it properly" anyway (being significantly better geared than progression groups)

It's inevitable more than anything. There's not even a reason for people to get up in arms over it.
 

Trojita

Rapid Response Threadmaker
I wouldn't be surprised if Final Coil having a major bearing on the story would make it so Square-Enix later put in a "Easy" mode version of T12/T13 that is about as difficult as one of those instanced quests you do in game, but you can't get any gear from it.
 

Sophia

Member
I really dont see the problem with opening up old content to a wider audience, its not as if anyone going into it for the first time now was "doing it properly" anyway (being significantly better geared than progression groups)

It's a double edge sword. I don't think anyone disagrees with actually opening up old content to a wider audience. Especially once that content is no longer relevant. Nobody wants to go through several tiers of content just to get caught up. And anyone who got left behind in progression needs this right now in order to get back into Final Coil.

That said, I do take issue with how Yoshida and his team have handled this. The nerfs are pretty heavy handed and extreme to begin with, rather than being rolled out gradually. Compared to the nature of the nerfs for previous content, they're also a lot more significant. Stone Curse in Turn 7 got nerfed in three different ways, plus echo. That's kind of overkill.

There's also the issue of consistency with difficulty. Right now, we've got a very awkward system where content goes from extremely easy (anything at the level cap that's not the original three Extreme Primals) to extremely difficult (Turn 5 for a new person) back to fairly easy (Turn 6/7 as they exist now) and then back to extremely difficult (Turn 9.) That's not a good problem for an MMO to have, especially for new players. They'll not learn the skills they need to learn to pass the difficult content and get roadblocked. They're also less likely to stay invested when they do hit a roadblock. Already I've seen someone new miss out on a few essential endgame skills because they got geared up in Syrcus Tower quickly.
 

Wilsongt

Member
It's nice to know I might be able to get some high allagan gear now with the adjustments that were made to second coil.

The lulz and laughing itt is pretty dumb, tho. Not everyone has a static in order to clear these turns or can get enough fc members to get past them. Then pf is all "must have clear no noobs lulz"z
 

iammeiam

Member
It's nice to know I might be able to get some high allagan gear now with the adjustments that were made to second coil.

The lulz and laughing itt is pretty dumb, tho. Not everyone has a static in order to clear these turns or can get enough fc members to get past them. Then pf is all "must have clear no noobs lulz"z

It's hard to explain exactly how overkill these nerfs seem as a first step in easing difficulty. Some of it was expected (Rafflesia's phase change no longer dooming parties with honey out, the extended Renaud freeze making phase pushing no longer a pain in the ass), but some of it is just sort of excessive as a first step for 6/7, and are going to kill a lot of the sense of accomplishment that comes from getting them down and reduce them to just gear piñatas for everyone right off the bat. It does seem like they should have done a better job at finding a middle ground; turn 7 in paticular went from my least favorite thing in the game to... Like... Nothing. It's like them suddenly making Titan EX Titan Story; yeah it removes the roadblock, but it's just sort of silly how big the difference is.

The nerfs for 8 seem to make more sense and will still require the party to perform to at least some level of function, which from what I can tell is probably a better compromise.

Then 9 is something there's still really no point in trying to run in DF. Which is annoying, but I guess is part of trying to extend the gear treadmill for non-progression players.

I'd guess they're going to further nerf 8 later and start nerfing 9 at that point. 6 and 7 nerfs remain funny, though, because they're just so overkill.
 

Trojita

Rapid Response Threadmaker
It's hard to explain exactly how overkill these nerfs seem as a first step in easing difficulty. Some of it was expected (Rafflesia's phase change no longer dooming parties with honey out, the extended Renaud freeze making phase pushing no longer a pain in the ass), but some of it is just sort of excessive as a first step for 6/7, and are going to kill a lot of the sense of accomplishment that comes from getting them down and reduce them to just gear piñatas for everyone right off the bat. It does seem like they should have done a better job at finding a middle ground; turn 7 in paticular went from my least favorite thing in the game to... Like... Nothing. It's like them suddenly making Titan EX Titan Story; yeah it removes the roadblock, but it's just sort of silly how big the difference is.

The nerfs for 8 seem to make more sense and will still require the party to perform to at least some level of function, which from what I can tell is probably a better compromise.

Then 9 is something there's still really no point in trying to run in DF. Which is annoying, but I guess is part of trying to extend the gear treadmill for non-progression players.

I'd guess they're going to further nerf 8 later and start nerfing 9 at that point. 6 and 7 nerfs remain funny, though, because they're just so overkill.

I can only imagine the players that are now used to the nerfed T6-T8 shocked at T9 even with the 10% buff. That first ravensbeak that one shot kills the tank lol.
 

Wilsongt

Member
It's hard to explain exactly how overkill these nerfs seem as a first step in easing difficulty. Some of it was expected (Rafflesia's phase change no longer dooming parties with honey out, the extended Renaud freeze making phase pushing no longer a pain in the ass), but some of it is just sort of excessive as a first step for 6/7, and are going to kill a lot of the sense of accomplishment that comes from getting them down and reduce them to just gear piñatas for everyone right off the bat. It does seem like they should have done a better job at finding a middle ground; turn 7 in paticular went from my least favorite thing in the game to... Like... Nothing. It's like them suddenly making Titan EX Titan Story; yeah it removes the roadblock, but it's just sort of silly how big the difference is.

The nerfs for 8 seem to make more sense and will still require the party to perform to at least some level of function, which from what I can tell is probably a better compromise.

Then 9 is something there's still really no point in trying to run in DF. Which is annoying, but I guess is part of trying to extend the gear treadmill for non-progression players.

I'd guess they're going to further nerf 8 later and start nerfing 9 at that point. 6 and 7 nerfs remain funny, though, because they're just so overkill.


T6 was always a pain in the ass for new statics and pugs because los is bullshit and everyone forgets to attack the bulb in the middle if it appears.
 

scy

Member
And neither of those were changed with the patch. But every other mechanic is pretty much an "okay who cares" on them.

And if LoS is bullshit, just do Briars I suppose?
 

studyguy

Member
7 month old content turning into loot piñatas is exactly what they did. We just had a conversation about burning T4 up for free money not too long ago. SCOB is like 7 months old now, who cares.
 

Ken

Member
It's nice to know I might be able to get some high allagan gear now with the adjustments that were made to second coil.

The lulz and laughing itt is pretty dumb, tho. Not everyone has a static in order to clear these turns or can get enough fc members to get past them. Then pf is all "must have clear no noobs lulz"z

It's difficult to find people who actually do briars... =/

Maybe that's why people do the static/FC thing lol.
 

iammeiam

Member
I have literally no HA on my main class--I'm maybe a freak because I do stuff to do it and not for gear to fall out? I don't know.

T6 was always a pain in the ass for new statics and pugs because los is bullshit and everyone forgets to attack the bulb in the middle if it appears.

I have only ever cleared anything as extra bonus person in an existing group. My 6,7, and 8 clears all actually happened with seperate groups of people. It took me forever to adapt to switching to center bulb (although LoS was easy--it's just dodging like you dodged divebombs), but groups could still clear despite my failings because it didn't mandate instant response from all DPS. Echo itself would have further nerfed the problem significantly as long as a couple of people in the group switched over.

What they did do with these nerfs is make any group still trying to deal with slugs and acids in the final phase give that up because they rendered the mechanic straight up pointless.
 

Wilsongt

Member
7 month old content turning into loot piñatas is exactly what they did. We just had a conversation about burning T4 up for free money not too long ago. SCOB is like 7 months old now, who cares.

o noz filthy casuals are gonna get loot I already had several months ago
 

Trojita

Rapid Response Threadmaker
o noz filthy casuals are gonna get loot I already had several months ago

Well technically before the weekly lockout was released, you had to both beat the content and pray to rngesus to get your loot for your class, god forbid you are rolling against someone else for the same piece.
 
Well technically before the weekly lockout was released, you had to both beat the content and pray to rngesus to get your loot for your class, god forbid you are rolling against someone else for the same piece.

Reason why I never got the bard gloves in t7 after months of farming it and at this point have no intention of farming it when t10/poetics have much better alternatives lol.
 

studyguy

Member
Reason why I never got the bard gloves in t7 after months of farming it and at this point have no intention of farming it when t10/poetics have much better alternatives lol.

No PLD shield. Ever.
Ever.

I'll run T8 again like 5 months from now for someone new in the FC and get it though when it's completely irrelevant. Just like the PLD sword in T5 and everything else I wanted in SCOB.
 

Uthred

Member
There's also the issue of consistency with difficulty. Right now, we've got a very awkward system where content goes from extremely easy (anything at the level cap that's not the original three Extreme Primals) to extremely difficult (Turn 5 for a new person) back to fairly easy (Turn 6/7 as they exist now) and then back to extremely difficult (Turn 9.) That's not a good problem for an MMO to have, especially for new players. They'll not learn the skills they need to learn to pass the difficult content and get roadblocked. They're also less likely to stay invested when they do hit a roadblock. Already I've seen someone new miss out on a few essential endgame skills because they got geared up in Syrcus Tower quickly.

The games always had a jagged difficulty curve at max level, the more avenues they open up at endgame in terms of loot and story content the more divergence in difficulty theres going to be. Its not a problem though because unlike varying difficulty within one instance each dungeon/coil/tower is fenced off into its own little piece of content. As such the player can either learn in advance, or in hindsight, which pieces of content are difficult or not.

The idea that they wont learn the skills needed to pass difficult content seems questionable at best, beyond the class specific rotations and priorities the majority of difficult endgame content is so idiosyncratic that useful skill transference between them is minimal at best.

As for getting roadblocked, thats no more likely to happen now, nor serve as any more of a deterrent, than it did in the past. It will just happen at a different point (a later point so the player will at least be getting more content bang for their buck).
 

aceface

Member
I dunno about all this nerf talk. T6 just became harder for me as a healer cause everyone will run through blighted. They just made it a raid wide 3000k AOE.
 

iammeiam

Member
I dunno about all this nerf talk. T6 just became harder for me as a healer cause everyone will run through blighted. They just made it a raid wide 3000k AOE.

That is what you get for doing LoS backwards. Karma.

Also per random Reddit guy, doube-tapping towers in T8 shouldn't be a problem; he estimated that two taps took about a third of the character's HP (8% first, then 25% with a single stack of Languishing.)
 

Jayhawk

Member
Also per random Reddit guy, doube-tapping towers in T8 shouldn't be a problem; he estimated that two taps took about a third of the character's HP (8% first, then 25% with a single stack of Languishing.)

What are these T8 mechanics you speak of? Can you just carry me through T8 farm runs while I do 500+ dps with my new weapon please?
 

studyguy

Member
What are these T8 mechanics you speak of? Can you just carry me through T8 farm runs while I do 500+ dps with my new weapon please?

Do ballistics still cause people to explode or does failing it make the Avatar do a little jig now for our enjoyment?
 

iammeiam

Member
What are these T8 mechanics you speak of? Can you just carry me through T8 farm runs while I do 500+ dps with my new weapon please?

Mechanics are the thing the other bard does while I hang out and play songs to look busy.

I can probably carry you through T8 in 2.45, when upon exploding Allagan Field heals the party for 2x the damage taken (if the person with field dies, it's an instant healer LB3.)
 
LuBCTLT.jpg

Between this and healer robe, it was a productive day.
 
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