I don't blame WoW for bad dps. I blame the mother of the bad dps for not swallowing them down when that special moment was coming.
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I don't blame WoW for bad dps. I blame the mother of the bad dps for not swallowing them down when that special moment was coming.
Because the rotations are so simple that there is no way make changes to things suddenly right now in this game. It's always 1,2,3. OR at most 1,2, change target 3.
If nots like WoW where you go:
> 1,2,3
> 4 if condition A met
> 5 if condition B met
> 6 if condition C met
> Repeat 1,2,3 after 4.
> 7 after 5.
> 6,6,6,6,6,6... (endlessly) after 6, unless 8 appears, then press 8 and start to repeat 1,2,3 again.
I mean this is just an opening rotation for max dps in short time i.e. 30seconds. Usually things like mana regen or threat reset skill will be used after the initial burst, and the long term rotation will be different again to conserve mana. There will also be an ending rotation, usually to try to use the max damage (but high mana costs) skills and the goal is to kill the boss exactly when you are out of mana. Since there, are, ways to burn your mana to output higher dps, any mana left and the end of the fight will be considered lost dps.
I'm actually kinda disappointed at the battle classes' rotation right now. I was trilled to see a longer GCD that every single MMO out ther and kinda expected more complex rotation to compensate for the long GCD, but nah. I mean even my Goldsmith rotation have more random variables for me to be aware of in the rotation. Right now FFXIVARR is all about the fight's mechanic, it's still a far way from how the fight's mechanic can mix with random stuff happening within your own rotation to create situations which will not happen when testing on a wooden dummy. Dummy boss. Like Patchwerk in NAXX. Yeah FFXIVARR kinda like that now.
With all that said, I find out most people enjoyed WoW most at level 60, where everything was so simple. My best friend, can just use 3 hours to WALK AROUND THE SHORE of Kalimdor and be happy with WoW. Maybe the reason was simply because the game was new. Rants were similar for blaming even more older MMOs like Lineage 2 for making players that can't walk out of colored circles. Heck the Knight class in Lineage 1, can be played all day with only autoattack and press the red potion button to heal yourself. But what most of the people forgot was, that generation of MMOs taught people to kill bosses, or raid bosses, or world bosses, IN GROUPS (but not necceasrily a perfect trinity), because an even older generation of MMOs like Lineage 1 (OMFG this one is epic), you can kill anything in the while game solo, as long as you have enough level and gear. Yes in that generation of MMOs there was no upper limit to level and gear. (You can put scrolls into gear to have a chance to either increase it's level (or ilvl as we understand now), OR a chance to destroy the item, with the chance of failure increasing every level the item goes up). This item upgrading method can go on infinitely).
IMO, FFXIVARR right now, is similar to Vanilla WoW. At least we can still hope it doesn't turn into another LFR noob fest.
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Not even to a mage pressing all trinkets/CDs and starting the fight with Arcane Blast>>Arcane Blast>>Arcane Blast>>Arcane Blast>>Arcane Blast>>Arcane Blast>>Arcane Blast ?
Provoke is basically a taunt mechanic without the 6-second target lock (this should probably be addressed someday by the devs) that gives you the opportunity to regain aggro and keep going. As is I'm guessing the devs were expecting players to shout in Vent/teamspeak "stop heals and DPS. Gonna taunt!" or something along those lines.
It's equivalents in WoW (Taunt) and SWTOR (Taunt) target-locked the mob on you for 6 seconds, which was enough time for the DPS to back off a bit while they let you rebuild aggro. ARR's version lacks that for some reason.
On a side note, I'd LOVE to see Rogue => Thief and Musketeer => Gunner get Tricks of the Trade and Misdirect (respectively).
Well in WoW aside from specific design choices in an encounter, a tank when played right was never meant to lose aggro at all, and DPS could blast off right away. Here DPS can't just blast away, and you don't have a taunt that is reliable. Though I believe this game has it much easier on a skill level in terms of reflex time and other aspects.
I compare this game to early early WoW, since back then aggro was an entirely different game then it is in the current iteration. Even worse as there was no visible way of determining how well you were doing on aggro. Like here the DPS have to give the tank a headstart before they open up, and they have to be aware of their own aggro else they make life hard for the group.
People just need to get used to this older style.
As a dps, one that played both FFXI and wow for several years each, I try very hard not to pull aggro and have done so only once using Bane of all things. My biggest issue is that most people don't mark targets so I have to sit there waiting to find out which mob the tank is hitting on before I start nuking. The few that do mark usually make for a nice smooth run every time.
I recently rolled DPS after playing WAR for a bit, and I'm really starting to see the problems tanks face when even just one DPS attacks out of order and doesn't switch over. The tank has to readjust, they often can't swap markers, I usually have to swap targets to allow the tank to recover, and the other DPS often crys fowl and demands heals. I guess I've been lucky when I've tanked.
Paint me insane, but I'll sometimes get some hate to do haymaker/feint. However, I always tell the healer beforehand that I have self-heals, and that they should focus on the tank. This really only applies to the first 1/2 of the game, as DPS have more options with their job.
As hectic as this aggro system might be towards tanks, it would be extremely boring if it wasn't.
you are spot on mate there is no real tanking game play here when you have 5+ mobs at the same time they suspect you use sign to kill each one by one ....and let the dps attack the other mobs that are not have sign on them epic fail lol
Thats why I believe tank should have a Aeo that generates threat this way any job can attack any mobs thats around PLD.