It may have attack spells from 4 or more of the 6 main elements

I hope it will have refresh (like Goad), a damage vulnerability debuff (Dia maybe), piercing resistance debuff, damage shielding cooldowns (Phalanxes), and maybe a single target or self Haste cooldown. Bravery/Faith/Aura are possible, but if its utility is soooo good, it’ll be unfair/OP. So personal buffs should probably be more prevalent than party member or party wide buffs. I hope it will have access to a basic healing cross role kit like PLD has now (and enough MND for Cure to be better than caster’s Physick, but still too weak for significant healing), combat raise, in addition to some dps and caster options.

I think it may have attack spells from 4 or more of the 6 main elements. Main stat will be INT. The way it moves in to melee and back out could potentially Cleric Stance its INT to STR, but it’d be fine if it was all INT like NIN is all DEX. I think it should use caster accessories and have its own left side sets (higher physical defense than caster/healer, higher mdef than melee/ranged). I’d prefer melee LB and competing for a melee slot in raids, but utility and playstyle may have it more like a caster/caster LB/caster spot.

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I believe redmage is gonna be so much fun to play cause they are going for the route of:red mage is good at many different things so we are going to make a class that has a playstyle of being a master of combining those things.Honestly the aesthetic appeal of the playstyle and how its versatile in how it moves and how they made the class essentially a ranged magic/melee hybrid with quick positioning is an outstanding original solution to the dilemma of what red mage should be according to others. Everyone wants to focus on certain individual aspects such as black magic or white magic or fencing, but really the solution was to combine these three elements into a unique style unto itself…Red Magic. The hype is real for me.

We don’t know enough about the cross class/role system changes yet. But if there were splits between ranged, melee, tank, healer, and caster with maybe a bit of blending specific to certain jobs…. would RDM wind up with more options than most?

Anyone notice the 2 spells cast seem to have colors of fire and blizzard (orange/blue) and then the line that drew the rdm in for a lunge was yellow? I’m betting on using different combinations of your basic spell attacks to accomplish different melee attack strings and final results. Combos or their constiuent parts as they are now for other jobs result in direct damage, self buffs/buff renewal, resistance vulnerability, debuffs (slow/blind), and damage over time.

I’m fine with some situational support abilities, much like SMN and BLM have, but I keep seeing requests for heals, and the last thing I want is for it to have tacked-on healing. Something oGCD that happens to heal self or ally while it applies a useful buff/debuff or deals damage would be okay for a niche bonus or clutch support skill, but since RDM is going to be a DPS class, any ability that consumes GCDs while failing to enhance or protect its ability to deal damage is going to be nigh-useless.

Thinking about RDM having heals brings to mind some Russian proverb I once heard about a priest needing an accordion. If we don’t want DPS to be casting heals (and we really don’t), we shouldn’t make them part of their kits outside of the obligatory cross-class Cure/Physick for low-level hijinks or the emergency self-heal.

Past Red Mages have had healing as well as attack spells and the like so it isn’t surprising that people expect/want this version to have something similar as well. On the other hand Red Mages are a mix of Black and White magic, NOT attack and healing magic. The White Mage in this game is probably one of the most offensive-styled ones due to being connected to Conjurer which also works well in making Red more offensive as well.

If they do get heals it will either be oGCD OR possibly be a GCD skill(s) that can work with the Chainspell so it can still help the big damage spell at the end. Atleast if I understood right that the Chainspells lead up to one big blast.

PvP is very social and premades should be allowed

These restrictions leave you with two choices. Join the loser GC that wins 1 out of 10 battles and get fast ques or join the winning GC and get maybe 1 que pop a night if lucky. The GC rectrictiosn are KILLING frontlines! I enjoy it so much but these restrictions just doesn’t make it balanced. It was a good concept but it is time to admit it was a mistake and time to lift the restrictions! This is what the players want!

To be honest, yes please. I only did my first frontlines match ever today and I actually really enjoyed it. The wait wasn’t too bad but I feel like I was just lucky. I would rather the restrictions not be there because even if i would get decent times normally, without the restrictions I would get even faster times generally.

Pretty sure this has been done before, and SE promptly ignored it; so, I’m not expecting anything to come of this. All the same, you can count my signature on the list. GC restrictions need to go. Either that, or SE needs to stop making PvP content and pretending they actually care about it or the players who play it.

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To be fair SE has already said that lore isnt really the reason they wont abolish GC restrictions. They did say some nonsense about lore being the reason why frontlines came out with this GC restriction in place and why they would initially prefer to keep it in place but have since backed off that and said they were more concerned about win trading and the integrity of frontline matches should they remove them (one of the multitude of other threads regarding this links the quote). So people should stop bringing up lore now, something so frivolous and insignificant as lore isn’t reason enough for SE to cling to a system that the player base wants gone so badly.

Then comes the idea of premades – should they be allowed? Yes. PvP is very social and premades should be allowed. Arguably makes it harder for the other team, so whoever has the least amount of premades in their alliance gets more wolf marks on kills/win (testing results of a few samples would easily give the percentage needed to balance the 2) – I’m ballparking 20-30%.

I’m pretty sure they had more or less given up on the lore aspect of things when they effectively wrote it out with the “Before the Fall” patch (2.5). Regardless, win trading and match integrity is just as ridiculous of an excuse as lore is for keep this asinine system in place. SE is not fooling anyone here. The odds of people successfully win trading with 24-72 people in a single match are laughably low, especially in a first come first serve system where they could, potentially, be slotted against any number of randomly queued players/pre-mades. Pre-made teams are already allowed right now, and even having one pre-made stacks the deck and messes with both the match and queue times. Further, Front Lines isn’t even ranked, so win trading is only viable for mount farming anyway.

As far as I’m concerned, SE doesn’t have a valid reason for not removing GC restrictions. Even “match integrity” is a frivolous and insignificant excuse, and SE has yet to provide any concrete data for why match integrity would be compromised in the first place. They’re just blowing hot air to avoid doing actual work.

Premades can hog the queue in Frontlines, like let’s say Maelstrom on Primal data centers. Theory is that during times when it’s 24-person only matches (majority of the day that isn’t peak PVP time), the premade of 8 constantly gets into new matches because there are not 8 people queued up solo at that time. As a result, the 7 or less solo queue people are locked out until an eighth person queues up. Those 8 people then have to remain queued until the match slot opens up, so if even one person drops queue, the premade will still get in right away. Essentially this keeps happening and you never get 8 people queued during the small window when a new match is ready for participants. Once you hit peak hours with enough people queuing, this no longer is an issue.

So you know Balmung has an all GC pvp linkshell where we hang around and bitch. This is 100% of the case. The duty finder will not take ther random filled party over the premade party. They end up in a dead lobby while games pop nonstop all night with the 8 man premade. It is possible they never got 8 players its also possible they created a new lobby and the awesome system filled the new lobby and ignored the old lobby, like that would ever happen.

Signed, but reminding everyone that this won’t change anything. The dev team are already fully aware and have commented on it a few times. I’m actually very surprised that shatter has these restrictions, and nobody is surprised that it was bad. On this issue the dev team is going against feedback that they are already fully aware of (and evidently ignoring for whatever reason).

A DPS job can often do way less damage than a tank/healer does

Progression is great and all, but I don’t want to do something that I dislike multiple times a week for gear that only lasts a few months give or take, it’s simply not worth the investment. I am really waiting for this game to give me that endgame excitement XI did. Dynamis: loved it, Salvage: was a hoot, Sky: let’s go, Assault: I’m there, etc etc even after doing it regularly for literally years. I actually still run coil with people when they need clears just for kicks even if its a faceroll now. I enjoy it. But Alex?

Coils felt rewarding to do. It gave character growth to the NPCs involved and your own character. What did you get from Alex? I felt more attached and sympathetic towards the primal itself than the characters involved. Coils story felt like a part of the world where Alex felt more like some side thing you won’t hear mentioned from NPCs outside the quest line. It left no impact to me, no feelings, no changes, no feeling of satisfaction that my character did a great thing. It was like another quest completed. But coils? Even if it was no longer current content, I went to prod my friends who joined after HW to do it cause it was that amazing and I gladly helped some clear it.

It’s true that a high percentage of players is not raiding but not necessarily due to the lack of skill. Personally, i find raiding to be extremely stressful from my small experience. Also, the gear is indeed the best in terms of stats but why should i bother with raiding when i can get second best just by waiting a few weeks with tomes? Last week i got my shire weapon and finished shire armor. In 3.5 i will get each piece to i270 and even though it will take some time, im more than fine with that not to mention that my gear will be comparable to the raid gear in terms of basic stats which is all i want in the first place.

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I beg to differ on the “lack of skill”. DPS discrepancy is huge on each job. The same job can do as high as 3k dps, and as low as 300 dps. A DPS job can often do way less damage than a tank/healer does which is a bizarre occurrence. And it has become a “stigma” for basically any player with low DPS output, which normally is way off from the standard the general players should do. In a raid environment, you are required to at least know 60-80% of your basic DPS rotation to clear, the more the better and most players seemingly fail at this department very often.

Stress is sadly unavoidable in a harsher environment. This is mainly due to how the environment is designed around tighter checks, the requirement is tuned much higher which contributes to having to perform better and better to improve the rate of success. Mostly performance issue is what leads to stress. The argument on stress can be bad and/or good depending on how you see the situation.

Coil was more successful because it was more worthwhile. There was a major story behind it that tied in really well to 1.23 and the calamity. That alone was the motivation for a lot of players to push through. personally it was the ONLY reason I completed coil in ARR. certainly didn’t care about the gear cos it was all junk..

Since then though it’s not been worthwhile. Players won’t raid for rewards that aren’t worth it. The gear is ultimately junk there is no story. And as such there is no reason to even attempt raids. look at midas savage. 240 gear but still junk the second 3.4 landed and raider s went out and got 250 for creator savage….

savage 270 armor that’s not necessary for anything isn’t a motivation either when players will have 270 armor thrown at them in a couple of weeks augmenting there shire stuff with no real effort involved…

you can see it with primals… a lot of people won’t even bother with Sophia ex for 255 weapons because screw that, get 255 weapons from palace of the dead that are just as good…. and they ain’t wrong…

The ONLY way Yoshi is going to get substantially more players raiding / taking on harder content is to make it worthwhile to do so.

Look at MMO’s of days gone past. FFXI pre Abbysseaa for example something like HALF the playerbase cleared CoP which was widely regarded as the games toughest content. and at least half those that hadn’t cleared it were progressing through it to varying stages..

Despite being notoriously hard players still did it because it was worthwhile and the rewards were valuable.. people spent months on end trying to clear divine might back in the day and they kept on trying till they did it because them earing were “epic” they weren’t just some junk that you’d chuck away next week… the final chapter of cops boss fights were the same because those rings at the end were again “epic” rewards.

Thundercloud is the best single target spell in the game

I think it’s a good change. Thunderclouds have and always granted us mobility (mobility check.) the potency was increased so its more on par with fire 4 if the ACTIVE dot is about to wear off (potency issues vs fire 4 check.) And DOUBLE the proc chance? I’ll take it. Also enochian change will make floor 3 less of a headache because on that floor I actually do get ahead of the enochian cast curve occasionally.

Well, the math says, Thundercloud is now worth 780 potency that scales higher with SS higher than F4, so it’s certainly stronger than F4 now. The only thing about it is the opportunity cost, IE it won’t necessarily be worth dropping a F4 for a Thundercloud because you will often want to use Thunder as filler for MP ticks (if, say, you can only do Thundercloud or F4 as your last move in a rotation, F4 will take precedence because you’ve got half the Thundercloud damage coming more than 50% of the time anyway). I’m looking at this change as a raw DPS upgrade for now without trying it, our odds of using a very strong Thundercloud as our filler in UI (and yes, we always have this capability, even if it’s after B4) just shot way up. Using it in place of F4 in AF, I don’t believe that is the intent unfortunately, the stipulations on using it are still going to be high in a F4 rotation except specific rotations and timings but we’ll see.

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Since F3 is less damage than our primary dps spell now, that would turn it into a utility proc, rather than the flat dps boost it used to be. With a fresh enochian we could potentially eke out an extra F4 but that wouldn’t make us OP, and the increased mobility of being able to move and keep AF up would make enochian less frustrating over all.

Proving once again the only way to fix something is to increase potencies and worsening the problem with Thundercloud by doubling the procs. It’s definitely a boost for stuff like A1 and at a base of 780 Potency. Thundercloud is the best single target spell in the game. With that potency so high, you can recast a proc under 18 seconds to have a better Potency than F4. Under 21 second is barely a lost.

Been doing some Alex NM farm before we can raid later … BLM feels exactly the same. The Enochian buff is so far as situational as it sounds (you really don’t want to turn rotation 3 into rotation by default, Sharpcast isn’t up usually even if you would), and the Thundercloud buff, you really can’t use them without sacrificing F4 for, because the later your rotation is before B4, even if you technically have time, that makes dodging that much hairier and limits your options greatly.

Just my impression after a few dummy trials and some A1-4s. It is a DPS increase just on the fact that you can use Thundercloud as filler more often, and Thunder does a little more, but it’s not a big increase, and I kind of wonder why they did it in the first place when the complaints were about Enochian timers.

It feels Spell Speed will get a stronger impact. That said, they definitely missed the train on making Thundercloud part of the rotation. First dummy try when I logged I did 1220 single target Dummy 4 minutes parse with an X-Potion. The buff is noticeable and I guess you lose less DPS from moving if you get more procs.

Fact is Thundercloud is superior to Fire IV. You need to clip a Thunder dot higher than 18 seconds to actually lose DPS versus Fire IV. So you might lose some Fire IVs but it’s still a gain and a proc = mobility. There is also a situation you can Enochian in the middle of your astral fire so you don’t lose any Fire IV. At best, you get a Thundercloud and replace that Fire IV by a Fire I which is still a DPS gain.

The Agate Rings gave only Agates

So far – you can get WVR desynthable items for 9k and GSM desynthable items for 11k that are both r115 from Coerthas vendors. I made it from 107 GSM to 116 GSM in about ten minutes. And then I made all the money back by selling the 11k rings for 20k each on the MB because I’m a terrible person <_< The rings give BC2s, not BC3s. They are a level 51 zero star recipe. It seems that they are considered to be r51 for the purposes of item drops, but r115 for the purposes of experience gain and desynth difficulty. I had a 50% chance with dSkill 115. It remains to be seen how items obtained via the new one star recipes will be treated.

The Agate Rings gave only Agates (and the occasional BC2) from desynthing them, interestingly, even though crafting them takes both 1x Agate and 1x Basilisk Whetstone. I’ll post more info as I get it, but I won’t be doing much desynthing right now since I have both RL work to do, weekend plans, a main story to finish, and a Machinist to level xD.

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FINAL FANTASY XIV: A Realm Reborn_20141029222513

Leveling Crafter classes is fast though – level 51.5 WVR after about 10 minutes of the level 45 leves. It’s only 5 leves to get from 50-51. Leveling crafters will help with desynth…. now if only I actually chose to focus my specialties on my desynth classes xD.

Yeah, at Foundation when you get past the first couple story missions (Temple Leves). Also, when you can unlock Temple Leves, you can also unlock Collectable Synthesis. As far as I could tell before I got locked out for 24h by a login bug, Collectables are just like leves, but you only have one option per level per class, you have to make it yourself, you can do it an unlimited number of times (?), and it gives like 1/4th the exp of a leve (75k at level 51). For GSM, I had Agate Ring of Healing. I bought Agate Rings from the vendor for 11k, broke them down to get Agates (90% chance of getting Agates from them), and then re-crafted them into 75k exp items. The craft itself gave me 18k too, so I wound up getting 93k GSM exp (and ~0.3 GSM dSkill) per 11k spent. So, like, 100k for GSM 50-51 and GSM dskill 116-119. Not bad, imo.

So far, just like before, it looks like ilvl == rlvl for fish. That’s at least true from the i120 (f51) fish to the i145 (f58) fish, from what Zorlinta says (thanks for the data, Zorlinta!) I’ll put logical flvls next to the fish. I guess we’ll see when someone catches a 60* fish if the rlvl is really r180? It really does seem like crafter and gatherer rlvls are not the same. r120 being the lowest for the fish is kinda annoying because the highest rlvl of fish from 2.x is r80, and all of those fish are super rare. So, going from dSkill 90 to dSkill 110 for CUL desynth looks like it’ll be a pain still. From what I’ve seen, the only logical way to do it is to use the level 45 crafter/gatherer leves to farm Better Crowned Pies to bridge the gap, and then start on the r120 fish as soon as is feasible. Or, be crazy and start at dSkill 90 with Tinker’s Bacon up, which would give you a 0+15% chance to desynth an r120 fish.

What’s odd about this is the last set of fish are i180, but the last set of crafted gear is i160. i180 is the ilvl of the upgraded Law Tomestone gear. Does this mean there are no 60* fish (only 60**), or that the fish are actually r160 (despite being i180), or the i160 crafted gear is r180? Guess we’ll find out?

Oh, and according to Lodestone, there is no new demimateria, and few post-50 items use any Demimateria at all. The only post-50 items that use FC3s are the new Primal furnishings from the two new Primals (the Extreme versions). The only post-50 items that use FC2s are the new Hard Mode Primal Furnishings, two music boxes, and a new chandelier. Nothing else is used, post-50. The only new items that use BC3s are the new level 50 Bright Primal and Wootz weapons for the three new classes. I suspect we’ll see IVs when they let us desynth the Law gear, or gear from post-60 dungeons that aren’t out yet (all dungeon gear is currently desynthable, contrary to what they said when they told us token Artisan gear isn’t desynthable because “new gear is never desynthable”… Also, btw, those items are *still* not desynthable!)

There are also no new seeds, and only a single gardening-obtained item is used in any post-50 items (Glazenuts are used for three new c60* crafted minions).

I’m lagging way behind with levels because I keep trying to do everything, and I was locked out for most of the weekend. Could a crafter who’s making items whose recipes are listed as being level 54+ please let me know what their desynth chance is on the items they can make? Like, let me know: Level listed next to the recipe (NOT required level to equip), your dSkill, and your success rate BEFORE desynthing (if you desynth it). Any value over 0% would be really helpful for figuring out how the rlvls scale with the recipes, you don’t have to actually desynth the item!

It’s a total rip-off to charge extra for additional storage space

I paid for the game. I paid for the expansion. I pay a monthly fee just to play the game. All that is fine. What is not fine is paying anything more than that for functionality in the game. You want to charge extra for purely cosmetic items? Fine, that’s the world we live in now (game companies are greedy). However, I should NOT be made to pay an additional monthly fee for additional bank space, a core functionality of any MMO.

This is so wrong, it’s really not even funny. There are other MMOs that charge for bank space, and you know what? They charge you a one-time fee for the “service”. And you know what else? they’re all free-to-play! And even then, a great many of them offer in-game ways to earn the currency/services you’d otherwise purchase with real money. What, you’re not making enough off your sales and 4 million subscriptions? Because by my calculations, that’s well over 40 million per month, which makes this a half-a-billion-per-year game in subs alone.

I agree that it’s a total rip-off to charge extra for additional storage space especially with their system strongly encouraging players to level several classes on one character and having to deal with a shitload of gear because of that. But nothing stops you from “winning” the game with less storage space, you are in no way inferior to players who DO have extra space, so…yeah, no p2w here.

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No, it’s pay-to-win. If I have to choose what I’m saving and what I’m throwing away while someone who is paying extra doesn’t have to make that choice? Then later you realize, oh crap, I should have saved that, while the extra-paying person goes on to “win”. Nevermind that retainers do more than just hold your stuff. Leveling crafting is much easier with a bunch of retainers gathering materials, rather than 2.

Pay to win is anything that you can spend real money on that gives you some sort of advantage. More inventory space IS an advantage. Yes, it is also a convenience, but that does not change it from being pay to win. And that ignores the other advantages that more retainers bring – more Ventures, for more stuff gathered, either targeted stuff or from some random list; and the ability to sell more stuff on the marketboard, resulting in a potentially greater inflow of gil.

I agree with you. It’s BS. But your main argument shouldn’t be the inventory space. You don’t need 50 stacks of animal leather nor 20 full stacks of dodo loins. Your main argument should be the increased amount of ventures/hr and market board space. That is what gives an unfair advantage because they rake in more than the average player… actually getting a return for their money.

Inventory space just needs proper management. Especially with all the food items that SE is throwing at you with end game quests.If you don’t need it get rid of it. Sell it, NPC it, Use it, whatever. If you are a hoarder then that’s a personal issue. Now armory space should be increased… so many times… so many… “Insufficient Armory Chest space”.

Inventory space can be fixed therefore it’s not “pay 2 win”. It’s a luxury. Additional ventures/hr and market board space, however, can’t be gotten through in-game means. It HAS to be paid for. Therefore THAT is pay2win.

No one seems to understand that more retainers doesn’t just mean more space,
its more space to sell your loot on the market, an extra 20 per retainer, that literally means you’re able to make millions more in gil in the same amount of time than someone with just two. And it means more ventures, which are easy to acquire if you cap allied seals (thats a 1000 ventures), I made my retainer get the new leather items and sold them instantly for 100k, Thats 100k from a single venture. Now imagine that times 8.

That’s the keyword. for you. Some people would rather craft/gather than do coil/alexander. Some people would rather rake in as much money as they can. There’s no wrong way to play as long as they are enjoying themselves. Buying more retainers isn’t going to help you clear end game raids any easier so yes, people are talking about making more gil. Because that’s what retainers do. Gather ingredients and sell items. Basically make gil.

I tried logging in with a character on a different data server

I was disconnected suddenly from my character on Excaliber at about 7pm cst. I was told by other people in my free company that I was auto-logged offed and tried to reconnect. I am unable to connect to the server and am given the same 10105 error trying to log in every time.

I tried logging in with a character on a different data server (Balmung) and had no issue logging in. I was in duty finder at the time, but not in an instance. I was trying to access a summoning bell clientside, but according to free company people, I disconnected before doing that.

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Something brought up on one of the other threads – people were saying it seems to only be their “Main” character they cant log in but alts log in fine. This struck me as odd also – though in my case 1 of my “ALTS” is the same level and “I Level” as the character I consider my “MAIN”. I am wondering if its positional – like character in FIRST character slot is the problem – anyone have a character they cant log into that isn’t in the first slot?

I figure since they haven’t replied in either thread on this subject that they have no clue what’s going and and are still looking into the problem and/or excuse as to why these threads haven’t been responded to. Either way aall I know is that I just had to re-register because my “recurring sub” mysteriously didn’t recur with cash in the back. So either way daylight is burning and I’m getting more and more perturbed since that maintenance on primal that didn’t seem to do anything at all.

I’m on Faerie and tried logging in after logging out at around 2am and nearly 12hours later I come back after sleeping. Finding myself in a queue to log in and then i get the 90002 error as well. They don’t even know all their servers effected apparently. Faerie only has queues when there’s a mass DC…we’re too small to have a queue all the time.

I don’t even make it passed log in. I get a 500+ queue then when it goes to actually load me into the game I get the 10105 error on Sargatanas. I can get on my character on Primal data center on Behemoth though so I guess I will hover over here for a while.

Just had this happen to me on Jenova server. I was in Duty Finder for Void Ark and then I was kicked out and can’t get back in. I logged on to Primal server on my Malboro character and there was no problem.

Queue times are now horrid across many data centers for both

Queue times are now horrid across many data centers for both, and there is a general lack of interest for the modes outside of the PvP community. To rectify this, Square has tried to liven PvP up with their Culling Time events, which for the most part, have been unsuccessful. They’ve live streamed themselves trying to play PvP on both the Feast and Shatter, only to sit in queue for 45 minutes and embarrass themselves as they fail to even play the game. How can it not be obvious that something is very clearly wrong when the community reps are boredly sitting in a queue during their own live stream and unable to play the game?

You need to change the direction of several things for both large and small scale PvP if you hope to revive it. This is a PvE game, and for some reason you think by introducing tiny rewards to PvP people will play it. It doesn’t make any sense.

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Add more rewards. What do people currently get from Shatter? A re-dyed version of the ADS mount that plenty people already have? Oh, and maybe a title. With Seize, you introduced new PvP-rank exclusive gear, new titles and achievements, and a sick new gear outfit that wasn’t impossible to obtain. In a game that is sharply PvE focused, a single mount that takes roughly ~300 games to obtain is not enough incentive for people to PvP, especially if they hate the mode.

Which brings me to…Liven up the old modes. Let’s be honest. People fucking hate Shatter, and for good reason. It’s a Frontline “PvP” mode that almost seems to punish you more for PvPing and less for PvEing. You didn’t learn from your mistakes with Slaughter. People don’t want to chase drones/crystals down for points, they want to fight each other. You have three (I’d argue two) perfectly good modes that people arguably liked far more than Shatter, and for some reason, you keep them in the dust rather than adding anything new to them. Create a roulette, shove all the modes in there, and have people play them at random. This way people can enjoy the old modes as well as the new ones.

Keep the top-tier rewards for the top-tier players, but offer something for people mid-core and up, so this way new PvPers actually feel like they’re getting something if they PvP. Otherwise they just get a miserable waiting experience and no rewards at the end of a season. It’s silly.

Give more stuff to healers to incentivize them to queue. Only a masochist would queue as a healer for Feast (I’m one of them!) You get absolutely fuck all for doing it, and it’s (arguably) the worst experience out of all them. Feast is often lacking healers which massacres the queues. Other possible ideas.

This one is hilariously far-fetched, but it would certainly do much to liven the queues, although this comes with numerous downsides. Make PvP rank and Wolf Marks more useful. PvP rank serves little purpose besides more AP (which IS helpful), and Wolf Marks is by far one of the most useless currencies in the game. After you get your PvP gear, your only options left are…music scrolls? Other worthless items? What normal person would want to PvP if the reward after a certain amount of time is just a pat on the back?

I feel trinity design does not make for a very compelling PvP experience, personally. I couldn’t enjoy it in WoW and I can’t enjoy it much here, especially in the arena type modes – chasing healers around pillars got old after doing it once. Guild Wars 2 PvP (both structured and WvsW) was much more enjoyable to me and as linked above, LoL managed to keep me around for a very long time, that’s not to mention other MOBAs, shooters, fighting and strategy games I played.

True but PvE content gets outdated and replaced as gear increases, PvP is different it’s quite static in that regard you will never “overgear” or “progress past” in the PvP environment. Primals are fun fights too so there really isn’t much to put people off wanting to do them.

FFXIV – A bunch of dumb nerds get murdered

Well if you want this tip Ill tell you that there are some housing areas in the game that can be purchase aether for personal use or for a guild (free company) and we alredy know that he’s in Couerl and that his guild names is Win10 you just need to check those 3 areas.

Lol what buddy. MMO mouse ? Really ? Like I need all these buttons ? Don’t make me laugh. All my buttons are binded to 1-7, Ctrl 1-7, aerwxc and Ctrl aer, literally no problem to hit the keys, really. If you need a gaming mouse for this you’re just a casul and need to git gud.

You really edit and produce your videos well, I really enjoy the FF videos, even though I have NO GODDAMN IDEA OF WHAT THE FUCK IS HAPPENING, it produces some good laughs.

Feelsbadwhen your group filled back in the day just before my static at the time disbanded. Thank you for providing us with some comedy videos for the ff community though, there’s not enough around that show the reality of things.

lol pathetic idiots. you really think that if he became known thanks to DS, he like should dont ever playing something other and upload to his personal channel? try for yourself making content about one fucking game day after day after day, suka blyat.

Every scrub in weeping city

Sounds like more a player problem than content problem. Some people have different ideas about what is the most efficient way to clear content, and they kick people who don’t follow their gameplan even if the person isn’t offline, afk, cheating or harassing. If you report for misuse of vote kick function, there’s a generic message you get back which says players are allowed to kick due to differences in play styles. That’s the message I’ve received before on an EU world anyway.

There’s some real in this game, but you might not see it until the content brings it out in people. Deep dungeon brings out the in a lot of people because everybody wants to do the runs fast and can do things that hurt the team in the process, make things chaotic and annoy the team, or be control freaks because they think its their right to tell people in a game what to do. I don’t much care for deep dungeon myself because of how many idiots I’ve seen in it.

Every scrub in weeping city, gotcha. probably kicked for running mouth, running off without party yelling at party to speed up, or making a general nuisance to the party. enough to where people will legitimately kick one from the final floor because thats even better than kicking them from the first floor to start again? Ive dcd alot in potd and only rarely have i even been kicked before i can log back on, weird that you keep getting kicked for no reason (at least claiming to run off from the rest of the party which is suicide.

final-fantasy-xiv-wallpaper-3

If one person is not cooperating with the rest of the group, the group may find it more beneficial for everyone to kick this person. Seeing as the content requires a group (in other words, cooperation), someone who does not cooperate or adjust to match the play style of the party could become a hindrance. If a healer is only healing, and not DPSing, and is not vote kicked, then the group must not find that person to be such a hinderance. But if they are kicked, then it is because they are not cooperating as a group.

Keep in mind, kicking someone requires a majority vote of the members. With this in mind, a single person cannot kick someone from the group for not matching their playstyle. The group kicks someone from the group for not matching the group’s playstyle. In other words, not cooperating or working together to accomplish a goal.

It’s hard to say what was going on, but what stands out to me in your responses is that you said you were going off on your own a lot and also ignoring the gold chests. From my experience, most people prefer to stay together as a group. In my runs of the dungeon, there have been a couple times when splitting up the group has resulted in deaths and near wipes. Usually this is caused by traps like the landmines, silence/pacification or luring traps overwhelming half the party while the other half is a couple rooms away. Some people don’t mind splitting up to explore, but there are others who don’t like it and will see it as not cooperating with the group.

I think the responses I’ve been getting on this thread is self evidence of ignorance. Whether or not I was being a complete troll or being beneficial to the group; one of the other 3 people should have said in chat, “Hey please stick with us”. Not a single word was said from anyone. I already mentioned that I conformed to their play style. They skipped many gold chests so I assumed they would skip the last one. It’s against the spirit of the game to kick people unwarranted which I feel I have been multiple times; only for playing Bard to the best of my ability to the benefit of the group. If you choose to point the finger at me then so be it. I won’t be in POTD anymore anyways because of the same ignoramuses on display in the latter posts.

Of course there is always the chance that you may run into a few jerks that will kick for no good reason, but it shouldn’t be common. If it’s happening repeatedly (as often as you say it is), I have a hard time believing that you have no fault in the matter.

I don’t think the other responses here show ignorance as you claim. I don’t think this problem is common within Deep Dungeon and it seems to be something you specifically are experiencing. You create a thread to complain about it and then you don’t like the response if it isn the one you wanted. If others aren’t experiencing the behavior that you are reporting, then they are going to ask what reasons there may be for this to be happening, including whether or not the issue is you within the group (s).