It's extremely rare to get that unlucky but I get it, you don't like proc based gameplay and you will shoot this down.. because you are CE.
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I think the balance is to have a couple jobs that use a proc/priority system so that if you don't like the system you can play something else if they were to implement it. Would be nice to have representation of a different playstyle than static rotation for almost everything like now.
no i dont like unnecessary proc based gameplay ham-fisted in to rotations that dont call for them....
especially from dev teams that show they are incapable of balancing the non prc based game play we already have..
wow has 39 specs all with 60+ talents to juggle in each spec, they are the standard of combat for this genera of game. ffxiv is not capable of that amount of dev time on a single class let alone all 19 specs... wow has changed and re-balanced their classes more in the current xpac than square has ever, and as a result every spec in the game is within 5% of each other. go ahead and tell me with a straight face that square can achieve that.
but know its because i'm CE, definitely not that i have thought out the negative implications of the request made from the heart and not the brain.
now excuse me, my RDM friend has crawled on my desk to cry that they have to swap to BLM if they want an invite..
also off topic: do you just keep dirty socks on your desk by your keyboard.. thats kinda gross..
Dunno why people are so against RNG when crit variance has haunted the entire roster for years.
With that said, a kit built from the ground up around risk management is going to fare better than a static kit with an RNG element stapled on. DNC is kinda bad at this but current BLM does it well. You have tools for worst case RNG and the procs are instant, giving BLM weave slots and movement, and is otherwise tightly integrated into the kit. This is independent of how hard one is trying to optimize- lower skilled players will find the additional movement comfy, while the most cracked of spreadsheet nerds can have their builder/spender lines.
As someone who primarily plays WoW at a somewhat high enough level (Mythic raids cleared each tier with plenty of time to spare on farm) and is a casual andy in FF14 that also looks into and learns optimal ability usage, I find it personally refreshing that FFXIV's got a somewhat defined rotation, albeit the job i primarily dps with is Samurai which has some choice in it's abilities pressed if you wanted to start on the flank or rear after sending a Midare mid fight pending where you'll be positioning according to mechanics so playing it doesn't exactly feel like im playing it the same every single pull of a fight itself. I'm already pressing a similar amount of buttons in my baseline rotation as i would be in WoW to feel content enough in the actions used.
RNG abilities in terms of resets/procs won't really work well at all with FF14s current combat jobs and would need to be build from the ground up. They'd need to firstly set-up a bunch of cooldowns on 4-5 rotational abilities, which you'd just press based on whichever has the highest potency in FF's design which would then kinda stem back to the same static rotations.
I also feel like the hyperbolic 60 action 'rotations' that people post to 'memorise' or they're trash at their job are pretty damn silly and just overcomplicate things to make them sound smarter than they are as there are much better ways to learning the FF14 Job rotations, for melee which mostly stem from, put up buffs/dots and spam your highest dps combo.
Proc-based gameplay just works better in WoW due to how much higher the average APM is, which makes it more likely for things to balance out over time.
That same logic is why DH/crit RNG on one to two minute cooldowns in XIV is awful.