Final Fantasy XIV (Guide in first post)

bolok

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The demo they showed at the NA fanfest looked interesting - people literally got excited about bard. They also showed timing based bonuses, like a tank using a certain mitigation ability at the last moment confers a bonus vs just pressing it early
That's always a fun time with lag based network code.
 

Cybsled

Naxxramas 1.0 Raider
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I'm just torn on it and can deal with the things I dislike. Was just hoping for more "freedom".. maybe? Idek what I would want to change necessarily because I dont want it to be action combat, or a button mashing contest like WoW either.

Before the expansion launches - would love it if you ping me if you dive in a week or two before it launches Cybsled Cybsled . If you play then, at least.

Sure - although you can see some demo videos of Evolved mode. It is still a WIP, but gives you a general idea of how they are changing stuff. It isn't a complete change to tab target combat in a game like this, but it does reduce button bloat and makes more skills contextual. Here are some excerpt videos of the 4 demos they did at the NA fanfest:







 
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Pyros

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That's always a fun time with lag based network code.
The timing isn't that close, it isn't a korean action game with like 0.5s iframes timings that only work when you play in Korea.

In fact it's basically the same shit they already have where for example Sheltron was touted as a very short "reactive" ability but the baseline duration is 4s(extended to 6s at higher levels). The example they've shown of that is technically shorter, but it's still a whole 3seconds, so more than one whole GCD to time along visible cast bars. The game netcode just doesn't allow very precise reactive timings anyway, any tank who has tried to invuln at the very last second knows that, cause most of the time you'll still die even if it shows you're invuln on your screen before the hit lands, so you always want to invuln a bit in advance(at least a second) to make sure it sticks properly.
No more 2min windows is a massive change. How can you call it a QoL when it is making a very obvious HUGE change in design?
It is a large QoL change and will rework how party combat is handled, but it's also not going to make the game play any different on a base level. You're still pressing 2.5s baseline GCDs in rotation with oGCDs weaved in and doing the mechanics dance. It's like when they removed TP, sure it was a big change within the FFXIV combat meta, but ultimately it had very little impact in how the game was played as a whole, and that's what I meant.
 
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Cybsled

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TP was a pretty big change for melee. Prior to the removal, melee AOE for dungeon clears wasn't very viable because you basically ran out of TP mid-pack. Plus if you ran out of TP, you basically could only auto-attack until you regened enough back. It was clunky as shit.
 

Pyros

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TP was a pretty big change for melee. Prior to the removal, melee AOE for dungeon clears wasn't very viable because you basically ran out of TP mid-pack. Plus if you ran out of TP, you basically could only auto-attack until you regened enough back. It was clunky as shit.
Yeah I remember TP, and also it was viable to spam but only if you Goaded each other like a big ole TP circlejerk, but most retards wouldn't use Goad so you ended up TP starved and if you were tanking you had to revert to Flash spamming with your cross class Flash(which did 0 damage, just aggro and blind). It was a big shift when they removed it, but also it didn't fundamentally change how the game was played.

What I'm going on about is more if you dislike the slow paced GCD governed combat with tab targetting and static rotations, even after Evolved it'll still be the same. Hell Evolved is going to be optional at least for an expansion, so you can even play the old way still. It's a big shift in terms of expansion changes for FFXIV players, but it wouldn't change someone's opinion on the combat if they didn't like the old one.