That makes more sense, and is easier than revamping the entire combat system so I agree. Slash the costs of waltz, boost the potency of steps and sambas. Dancers have the potential to be as good a support as brd. I don't know about pups, but they could just make maneuvers last five minutes like runes. Maybe change the puppet's ai so it will cast haste II on more than just the master, other stuff like that.
In JRPGs there may be different delays associated with actions, but (at least for all the ones I've played) using the action itself takes no time and everyone else's ATB gauge freezes while whatever action you pick executes. That's a very different dynamic than what we have in FFXI.
This is what our global lockout timer does to gameplay at the delay cap, with all these calculations being done after the most recent update:
I don't view it as "harmful to performance", it's making a choice. I use steps a lot in incursion and always cap def down in incursion. I never feel it's "harmful to my performance" because it seems that it's dmg increase in the long run.
In delve I only use 1 step or I don't use it at all, because the NM dies in less than 30 sec so it doesn't seems to worth the effort to cap it.....by the time I cap it's dead already.
If you have no penalty for using it, then you'd just cap steps in all situations, instead of making a choice between lv 5 steps or lv1 or no steps.
The actions in FFXI also takes no time to execute, it's just that you can't do anything after you execute it.
If I remember correctly, in FFX you make a choice first, then depending on the action you pick, you may have to wait longer for your next turn.
I agree, the situations you listed are good examples of making that choice, and choices are good, like when I said the potency/use could vary, but it should still be positive regardless, or at the very least not detrimental. I'm more referring to say, using Haste Samba when your, or no one else's, TP set is setup for it, incurring JA delay and TP loss, even loss of additional procs from enspells and such, for no gain, using jumps under high haste without Ryu, overwriting a main War's Warcry with your /War Warcry (unintentional or otherwise, this is rage worthy), attempting to actually keep an Automaton's Maneuvers up while DDing, etc. These types of abilities and many other's are not balanced around the game as it is currently.
Again, I'm all for choice (use x ability for y benefit on z mob, or save for a time when it's more beneficial), but outside of baked in balancing effects, CD's, etc, usage of abilities or spells shouldn't be detrimental to yourself or your group's performance unless it's a gimmick type of thing, no magic damage during this phase, no WSs unless the mobs doing this thing, etc.
7/10/14
If you are using the job ability right before a weapon skill why are you assuming the delay is 1.3 instead of 1? Also have you tried climatic flourish <wait 1>, step <wait 1>, weaponskill <wait 3>, presto <wait 1>, step <wait 1>, reverse flourish <wait 1>, weaponskill?
IIRC <wait 1> isn't actually waiting 1 second. It's waiting 1 second and 1 packet cycle, so on average it waits about 1.3 seconds. Every macro line waits 1 packet cycle, which is why they lines don't execute instantly even without wait statements.
That's exactly what I described in the post you quoted.
I think the delay wouldn't be so killing if durations were extended and their DD power was increased to offset the delay. But I think the delay needs to be reduced for these jobs at the very least.
http://photobucket.com/gallery/http://s19.photobucket.com/user/soulchld4/media/Olorinus-Signature.jpg.html
|
|
© SQUARE ENIX FINAL FANTASY, SQUARE ENIX, and the SQUARE ENIX logo are registered trademarks of Square Enix Holdings Co., Ltd. Vana'diel , Tetra Master, PLAYONLINE, the PLAYONLINE logo, Rise of the Zilart, Chains of Promathia, Treasures of Aht Urhgan, and Wings of the Goddess are registered trademarks of Square Enix Co., Ltd. The rating icon is a registered trademark of the Entertainment Software Association. All other trademarks are the property of their respective owners. Online play requires internet connection. |