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Originally Posted by
Shurrikhan
Well shoot, I assumed so very wrongly.
I don't blame you for the assumption; I am a bit abrasive on the forums, and the tone of my post can easily be read as sarcastic. Were I not me, I'd have assumed the same, and for that I apologize.
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To answer what is explicitly opinion with what is explicitly opinion: I don't think Bard is a decent Synergist, at all, because it scarcely presents in its gameplay. It was a mildly okay Synergist, imo, back in HW and ARR. But since then, every Synergist capacity it carries has no impact on its gameplay and feels more like just another dps cooldown to be hit on CD, but as rDPS rather than personal, or -- worse -- is outright passive. Dragoon, AST, and NIN -- hell, even Scholar -- feel far more involved to me in offensive output during raids, or even WHM during dungeon speedruns, than Bard because there's a desire to know what people will do with those tools, and/or those tools can at least provide something gameplay-affecting to others (CS to Bard or Monk). The only two components that maybe even feel like Synergist skills at all to me are TWP and NM; Troubadour isn't bad, and I like that it could re-prioritize personal vs. indirect contribution if only the songs were better balanced, but it allows for no specificity and lacks the impact to permit new, on-the-fly actions.
Is bard really that simple (genuine question)? My group's bard swapped to MCH, but I know that all four of our DPS have gone into extensive discussions amongst each other and the group at large to discuss when, how and why we're using dps cooldowns, dps aided mitigation (addle etc), how that will affect our performance through the rest of the fight, and how that will affect our rotations as we plan bursts around each other. Simple things like a delayed burst window after Hello World 1 in order to realign everyone with our Ninja's trick attack afterward for instance, were things our whole group got together and plotted out.
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In my wholly personal opinion, Synergist effects shouldn't feel like... DoTs or place-and-forget actions that, if limited, you toss in during a time of high relevant throughput to squish or stretch the numbers. They should instead be something that one could see even without the numbers there. Now, of course all gameplay is numbers, and numbers determine breakpoints, and I'm not arguing against that. I just feel that most of the buffs the game has that might be seen as Synergist tend -- to put it in oversimplified fastion -- to be stretched too thin over too much duration, with too little flexibility in how they can be deployed to allow for significantly nuanced usage.
This is personally why I said "the closest this game can have to a Synergist role." They've taken out damn near everything an interesting Synergist, Saboteur, or any combo of the both, can do: crowd control? Nope. Cleansing debuffs? Nope, most debuffs just straight can't be removed, and the most useful debuff to remove was Pacification on WAR...which SE nuked. So I don't necessarily disagree with you that Bard is not a good synergist as far as synergists go--but it is the closest XIV can get. Definitely on the rDPS end of the pDPS vs rDPS spectrum.
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It should demand and reward knowledge of the game, of your team, and of what all is presently and soon to be in play. At present, that's something I might find in Overwatch, despite only two core abilities to play around with rather than 24+, but hardly if at all in XIV.
This is where I have to disagree. I've posted my anecdote before, and perhaps this is something that really only comes into play when looking into optimization or tackling Savage+ content. My team and I spend a lot of time outside of raid discussing when and how we'll use DPS cooldowns to optimize bursts; more than just what our classes can do, but meshing together better as players as well, learning who is willing to take what risks and when. Very specifically, if I didn't know my NIN to a "t", I wouldn't be able to play mana trimming on RDM like I can: since I know when each trick attack will drop, when each chain and each Hypercharge will land, when I'll have Litany, I can plan my mana pool around getting the most melee + finisher attacks in under buff windows as possible. Likewise, my team knows when every Embolden is going to come out, and how to plan their own rotations around the finicky fading buff that Embo is to get the most out of it.
We know how the healers plan to heal everything, how the tanks plan to mitigate everything; both know where DPS are going to use party buffs like Manasong, Addle, Apoc, Feint, Palisade; what mechanics we can ignore for uptime, and how to optimize around the mechanics we can't ignore.
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I see your reasoning here, but I think it'd be a damn shame if the only thing really separating ranged from casters is, in a sense, that they can be more brain-dead (in a preemptive positioning sense).
I was very careful to say a different game of risk/reward for the point of this exactly. I think the risk-reward for BRD and MCH (mind, I've only played MCH of the two) is the rotational difficulty.
What is your rotation as Black Mage? Fire IV is your heavy hitter, you go into ice to regen mana, keep up one dot, and get 1 free nuke to drop every 30 seconds. Beyond that your gameplay is finding a good place to stand so you can accomplish this.
Red Mage? Cast-dualcast, cast-dualcast, cast-dualcast. You manage your idling with 2.5ish seconds of movement every other spell, manage three resource bars (black mana, white mana, MP), and find safe places to shove your magicked sword into the enemy.
Summoner has a three section rotation, and of the casters, have the most movement capability, but have the relatively most complex rotation as well. I (affectionately) call it a CINO because of the three casters, it bears the most similarities to a ranger: complex mechanics, and not a lot of punishment for mobility. Ruin 2 only costs ~20 potency to cast compared to Ruin 3, and there's the chance it will be a Ruin 4 and be a net gain. They're even more mobile in DWT when R3 is instant, and they're locked down in Bahamut mode because the lardbutt can't cast and move.
Then you have rangers: high mobility, high reaction requirements, and high punishment for screwing up a rotation.
Machinist is a game of managing your heat on a minute to minute basis. 10 seconds out of every 60 is going to be a ridiculous zergfest of buttons that even one misclick can ruin your damage for the rest of the fight. Fall behind on MCH, and it's a very interesting game of catch-up. I imagine the same is bard with how it has to react on the fly to procs, and sometimes one can have more procs than they know what to do with; in addition to a strict song-to-song rotation given the length of all three comes very close to the cooldown of each one.
One could argue MCH is too punishing (I wouldn't necessarily disagree), but I think the theme of it is the rangers have all this movement they can do, but they have to manage a tight rotation while also helping manage team resources.