And in typical CBU3 fashion, instead of simply reducing the boss hitbox they made it more convoluted by increasing every single job aoe to 30y Except Asylum and Sacred Soil for some stupid reason. . .
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You do realize that reducing the hitbox of already existing content is not as simple as moving a slider, right? For example in some of the content this fix is aimed for, like TOP, it would affect melee uptime and dps checks would have to be reevaluated, as well as mechanics and aoe ranges, to make up for that change in every single phase of the fight. DSR would have to be reevaluated too and even some savage fights with tight dps checks at min ilv would have to go through a process of reevaluation, it's not trivial stuff.
If it's any consolation (hehe), Whispering Dawn remains at 15y. Which is funny, because the analog on SGE, Physis 2, IS 30y. But Physis 1 isnt. Does SE really think that the 10% healing boost is why Physis 2 should have more range? That would almost imply it's the heal boost people hit Physis 2 for, and not the extremely potent HOT effect, which is silly to even think about
Actually, looking at it, the fairy skill ranges are now all over the place. WD and the Seraph version are 15y. Everything else is 30y. Oh wait, there's one exception! Fey Blessing is 20 for some reason. And whatever that reason IS, it's not to mirror Indom's range, cos that is 15 too!
Actually this depends in how it's implemented in some games it's even easier to declare than a slider by filling a range of hit parameter in which you just fill in one number in adjacent to a monster id in a markup language such as xml or Json. A lot of older games do this in fact that you would be surprised. You first develop the bare bones and then utilize that code to make your life easier. Game development nowadays isn't rocket science if you have the knowledge to do so, although it does take time to learn, I have already finished developing two games of my own in fact.Quote:
You do realize that reducing the hitbox of already existing content is not as simple as moving a slider, right?
I'm not refering to the technical side but the gameplay design side. Something like a hitbox reduction implies that players may lose uptime during a mechanic that they previously didn't, creating imbalances across jobs and making the dps checks even harder and in some fights, like TOP as I mentioned, dps checks are tight enough that a change like that would require a rebalance of almost all phases. There are also mechanics whose safe spot are based on the boss hitbox and that would also create problems. While maybe in the technical side it is as easy as moving a slider the impact that has in gameplay would be deep enough to make that change a non trivial one.
Ah, thats what you meant. Well I kind of agree with you but at the same time I don't, hitbox expansion is one of the sole reasons this is meleewalker...and it's hard to balance around that because the end of the day question is should ranged be able to do as much damage as melee, with the hitboxes as they are I'd argue yes or at least close enough. That would be the decrepency in damage. I'd rather them increase melee potency during burst phase and lower the hitbox range as it makes moving a little more difficult and actually starts differianting dps (and of course I'd want less homogenizing but that is a pipe dream). Now that doesn't mean I want hitboxes to be impossible of course there is an extreme to everything but that is not what I'm advocating for.Quote:
Something like a hitbox reduction implies that players may lose uptime during a mechanic that they previously didn't, creating imbalances
Just had an A12 queue with a White Mage whose rotation was Medica 2! Medica 2! Medica 2! Medica 2! Medica 2! Medica 2!
Best design ever. *chef's kiss*, dunno how they could possibly improve on this.
Just had anA12E11 queue with aWhite Mageparty whose rotation wasMedica 2!have 5/8 people fall off on every Fire-charged BurntStrike.
My Dosis percentage, despite the fight being an absolute cluster, was still well above 50%
Best design ever. *chef's kiss*, dunno how they could possibly improve on this. idk either i think they've peaked, this is the pinnacle of healer design /s