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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Comments
There it is. in bold. That's my point exactly. I don't care for that and think it shouldn't be that way. If you want to slow down damage dealt to a creature on a fight give it damage reduction, a "dance" of skills to avoid, or countless other mechanics the dps need to respond to in order to deal damage and survive. Dealing properly with a mechanic by interaction is in my opinion more fun than standing there twiddling my thumbs at random intervals of the fight to avoid threat generation.
And I'm I tank main. I don't want my awesome dps friend to have to zone out in the middle of the raid because I have to get my threat back up. I want to see what kind of numbers he can push.
oh dear me...
MMORPG's overall have more interesting mechanics than FF14 that helps keep users engaged and happy to be on the screen without needing to go "Call of Duty" on the dps rotato in this RADICAL ULLLTTTIMAAAATE WEEEEAAAPPPON RAID! (cool electric music and guitars, ROCK ON!)
The gameplay battle system that you're into is an entirely different beast, it is an accessibility and streamline overload and I bet it is so much fun to a younger audience and especially if it's their first mmorpg.
You will desire more in the future, based off of your open mindedness.
Threat/aggro management is fun, as it provides a challenge to the tank. I don't want to be a target dummy for a boss, I want to be engaged in a fight, making sure I take the least amount of damage possible while keeping as much damage going on to keep aggro.
It also separates the bad tanks from the good ones and the good tanks from the really good tanks.
It can also mean that with some parties i can just chill as the DPS' arent that strong, while in others parties I have to be at top performance, and that to be is fun, going into a dungeon and not knowing what to expect from the DPS.
There are games without threat management and it is not what you say. The tanks have to move the boss in positions, survive heavy burst of damage, dodge key attacks, swap bosses at the right time, debuff to improve dps numbers, buff the group so they can survive mechanics, etc, etc. If your entire raid relies on a threat minigame to be interesting it's a bad raid.
And I want even more mechanics Having the boss and adds stay on the tank at most (if not all) times seems boring to me. Obviously all the other mechanics would remain, but tank could still be doing more or at least doing different stuff than just keeping aggro with taunt skills.
The tank in a threat management scenario and a tank in a non-threat management scenario both playing optimally will play the exact same way. There is no change or extra mechanic for the tank. It's the dps and healers that are forced to engage with it. Their gameplay changes completely when they have to worry about doing too much damage/healing at the wrong time. This is the aspect I do not like and would prefer not to have.
I'm saying instead of adding the threat minigame, let the dps optimize their damage to their heart's content. Now that extra mechanic that was just a little too much for the devs to add to the raid is fine to add to the raid.
I also don't see holding dps in every raid you do because of a base game mechanic as a "fun" mechanic.
NO you don't understand!
The DPS must be going at MAXIMUM CAPCITY!!! (Square Enix ROCK ON/electric MUSIC!) DON'T STOPPPP!!!!!
(touches face) "owwww that hurts, another boil, it's so rough being a teenager again".
And I'm talking about a purely tank-related feature that has pretty much nothing to do with dps or whatever they're doing.
Like, literally nothing has to change for any other class. The boss would just lose aggro more often and the tank would have to react to it by using protective abilities similar to the forcefield from the showcase.
I'm thinking of it from a tank perspective. Part of my job is to help them optimize their dps. Having a boss running away from me when I worked hard to get everything stable and set up for a good burn sounds annoying. The better the dps the more likely it happens. I could see if it was this one mechanic in this one dungeon but it's every raid all the time. Just seems like an unreliable mess with ppl complaining and no good way to know exactly what's going on under the hood.
In other words, I just want something new rather than holding the boss in one place and waiting till dps do their job. I'm also thinking about it from the tank's perspective because I'm gonna be a tank and I want this kind of gameplay rather than the classic taunting.
That would be better than nothing but I'd still much rather they add engaging boss mechanics that don't let you just hold it in one place than a taunting minigame. I think it will get old fast as a base game mechanic.
If you want a serious discussion with someone with the inability, currently of not having an open mind and inability to question their perceptions and feelings from playing a game they gotten addicted in some shape or form you go right ahead...
My tactic is to make them look silly, yours is to keep poking in when they're stubbornly telling you "nah".
This is the kind of back and for you forum dwellers love anyway so I hope you don't reply, I prefer sticking to the topic and jokes do help additionally make the world go round and make people think again, you should try it yourself sometime.
Pot meet kettle?
I'm not trying to change anyone's mind, I'm trying to have them understand mine. I'm leaving feedback in an open discussion. At least you can acknowledge there are other points of view.
Meanwhile, what have you added to the discussion that can help the devs?
Other points of view that are completely disconnected from the needs of the many and the basis entirely being off of personal preference alone or some skewed perspective of everyone loves FF14 when not taking into the account the average age and average activity of participants in game and many other much popular gaming genres.
Also no need to quote me entirely if you're just going to do a drive by post approach, just @ will do, saves the height of the forum
I've never played FF14. Don't even know what you are getting at. Make a valid statement as others have. Cause and effect, pros and cons. Your "witty" quips are what muddy the thread up.
Last post now.
we agree with other mechanics WITH THREAT attached to it.
Ignoring the DPS facerolling keyboard - you got the tank then who is just gonna zone out as he faceroll cause he's never going to worry about losing aggro. BORING gameplay. You know what keeps tank mains playing - trying to keep everyone alive.
So, also put yourself in their shoes too.
Im the cleric - sure my focus is to keep tank up, but if all my gameplay is just me having to hit F2 once then spam heal... Zzzzzz
Now I see chaos, dps pulling threat, putting me in danger of pulling threat too - I am excited, my blood is racing, my heart is pumping - give me that dopamine.
Says the person who joined in 2021 with over 300 comments.
Go upstairs and go to bed and hopefully tomorrow morning, when your all sober, you won't say silly things, outside of dunking Jahlon's butt.
Like im not even against you on other posts but lately, you sound drunk AF and posting weird.
go have a kit kat
There are many games with fun engaging raids that do not have a threat minigame. I don't see the justification to say it's needed or it becomes a faceroll. Having to stop dps and twiddle your thumbs so your tank can keep control of the fight is the most boring outcome I see.
As far as healing, I do apologize. I have never played that role in any serious content. I know zero about it's dynamics. I've only tanked and dps'ed.
Sorry - you and I are not gonna see eye to eye. I enjoy slow pace, I enjoy people working TOGETHER, knowing when to go 0-100 and when to go 50%. I enjoy battles where the tempo is different. Sorry, you're just a bad DPSer cause you dont know how to pace yourself. That's all i am hearing.
You, we also got a thing called XP Debt. A mechanics that needs to be hanging over everyone head at all times. Meaning - if you pull threat, you die and if you die, you incur XP debt and it will take even longer to hit the next level. This threat needs to feel real. How does it feel real? Threat "minigame" as you call it.
Instead of busting a nut in 10 seconds, maybe pace yourself, learn the encounter of when to go full throttle and when to slow down with some foreplay.
It's a game, to be in constant engaged in from all angles, not a DPS meter simulator game.
actually fuck it - it's not even DPS, it should be DPM
I would rather they keep those type of things in per-raid mechanics, not a game mechanic. Some raids you go all out, some you have to focus on priority targeting, some you have to do in depth mechanics, some you have to pace, etc. As a game mechanic, every raid you have to pace. It seems like a way to level off high-end dps players.
Awww I love you too man, I'll check out your profile also
I'm currently "drunk" on a good morning, any baffling threads I'm just having a good ol josh at!
1) Not really. You yourself admit that threat causes people to put the breaks on the DPS race. That's why you don't like threat, as far as I can tell.
2) A good game system should have consistent mechanics throughout that allow for a significant amount of depth and variation between encounters without having to introduce new mechanics. Without this, what you get is what we see with a lot of modern MMOs: most encounters are either dull DPS races or gimmick fights. A good system doesn't need for you to front-load every boss with a million gimmick mechanics.
3) That's true, but one of the key purposes of crowd control is to control crowds, meaning mobs that got pulled of the tank or might get pulled off the tank. Trying to shut down an errant mob is one way that PvE encounters have an element of chaos injected into them.
4) The "rotation" gameplay of most modern MMOs is the product of a particular set of developments largely unique to MMOs. That is, most modern MMORPGs have had all the mechanics stripped out of them and left players with a bunch of buttons that all do the same thing. So, the game suddenly starts being about pushing your 50 buttons that all do the same thing in the optimal order and then memorizing that order and repeating it in a big Simon Says game. You kill rotation gameplay simply by not having 50 "do damage" buttons. You have maybe 1-4 "do damage" buttons with the rest of the bar dedicated to actual mechanics.