Which is the only synergy between different jobs that the game had left so...
Not eating a tank buster with your gimmicky jump cooldown does not constitute rotational failure.
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The weird pre-emptive whining about DRG being expected to take the TB with Sky High is really funny to me, because we had multiple occasions of similar strats happening on release or soon after. For instance, solo tank Zoraal Ja farm (once it got outdated on EX3 release) required the "off tank" to be a job with a lot of personal mitigation. I wanted to farm it like that, but several people didn't wanna deal with the hassle and so, many parties were atrociously slow. Similarly, E8S Diamond Frost required Esuna from a Healer, but substituting one Esuna for Bard's Warden's Paean was technically optimal since it saved the healer a GCD. Still only saw one static do it.
So... no, people won't miraculously require incompetent DPS players to use a single braincell. As for failure states, the average FFXIV player can barely keep their GCD rolling. I'd rather have an interesting fight with a fun-but-low-skill-floor rotation than a mediocre fight with 2min hell.
Maybe, just maybe, we shouldn't design the gameplay for everyone around the absolute bottom of the barrel.
The fact that you consider the current 2-minute meta design to not be in the same "low-skill-floor rotation" camp as evolved gameplay is the more worrying part to me.
The current and seemingly future evolved job design are equally devoid of thought.
What exactly is it about "the same mindless gameplay we have right now, but without pressing party buffs every 120 seconds" that looks so much more fun to people?
The problem is that in 99% of casual content it hardly matters. We need way more than a Sky High.
Even for most non-raidlogging Savage players, most of the content you do isn't going to require you to think about Sky High too much.
I think Sky High is a good start but holy if that's the ONLY thing Dragoon has going for it things are not looking good.
I'm going to be honest, I'd rather not sit in PF replacing DPS for several hours til I find one that uses their raid buffs at the right time. I agree it's a lot worse for static players, but I'm a (semi-?)casual (aka up to early Savage floors and the easier Ultimates maybe unless I actually care) with an unstable schedule and I despise PF enpugh to think that that is a decent change. I think aligning the gameplay more with the job fantasy is a good thing, and frankly, anything that requires less cooperation from other players is good. The skill the game, in PF that is, currently requires is being enough of a NEET that you have time to find players with braincells. I don't think that's all that deep. Button bloat is artificial difficulty anyway, and Evolve mode jobs aren't actively less skillful so much as they are self-sufficient. As a semi-casual, that's a good thing. I am assuming high end will be different, but I trust Tamaki Hikaru to handle it tbh.
But for me? Yeah, I do think that a lower skill floor (i.e. not having to hope your party member can press their 2mins) will make easier content go by a bit less painfully, and maybe the jobs will feel like different jobs again - Bard actually seems in line with its concept now, so imo, it's not the same anymore, and I like individualized movement tools.
an example for me is being able to send my viper re-awakens whenever i want, or reaper enshrouds whenever i want, instead of saving every bit of gauge possible for the 2 minute windows every time to only get to have fun every 2 minutes
It's not much, but it will 100% be better than the current only get to have fun every 2 minute system
Like a lot of people have already said, we have too little information atm to know exactly what they're cooking, but it's always fun to speculate.
I for one am cautiously optimistic. I'm a fan of my output being my own business, so I welcome the removal of synced burst windows. It also opens up for more play styles.
Maybe now some jobs can have steady, constant DPS while others operate within bursts, maybe the doors will open for a DoT based job or two, and fight mechanics can get more interesting since they don't have to account for everyone hitting like wet noodles outside of the communal burst popping.
I think it sounds great if the way they're going is:
Damage = individual effort
Mechanics = team effort
I genuinely have no idea what this comment is referring to?
I assumed it was obvious that I never meant failure states coming out of usability issues and bad UI design. Nobody in their sanity would promote that.
There is many, many different forms of interesting failure states, and I've been of the mind that they're a necessary component of satisfaction when overcoming them. If there isn't any pitfalls to fall into, then what's even the point in trying? What are you trying to achieve in the first place in such a case?
That's also said in direct succession to what Yoshida told us last expansion that there wasn't enough pitfalls in storymodes not to fall asleep. It's the same principle.
It doesn't have to be punishing, but it has to be rewarding.
Even in the current state, from just a big enough shield any dps can survive a tank buster.
The problems start when people are taking out a tank in favor of a dragoon, then the meta will truly break. And even in this case, the current game already does enable this, no healer/tank challenges do exist. It just needs to be made difficult enough that a dragoon cheese isnt viable as strategy.
I suspect the following will be done regularly:
- Forced role based tank busters instead of enmity.
- Multi hit tank busters that take longer than the jump effect. (the tank swaps we see being an example of such mechanic), if needed with another swap so the 3rd hit there is no dragoon to save it.
- Fixed role splits (where during the split a tank buster can happen - being randomly assigned, if you go 5 dps there is an 80% chance the wrong dps will get it).
- Long lasting buster side effects (like m6s had with forcing swaps)
- Tanks busters at an interval shorter than the dragoon cooldown.
- Randomly assigned debuffs that require tanks to stand in front (again, randomly the dragoon might get such debuff).
- Hard coded systems that pierce the dragoon jump (while shielding/other mits still enables survival)
But my suspicion is that its just going to get nerfed, in maybe one of these ways:
- Lower percentage (boring, but effective)
- Staggered damage (allows healing, but at tank buster levels requires simply more).
- Only ignore aoe damage (tank busters are targeted so cant be directly dodged. but standing inside the tank aoe and jumping will dodge).