How many times can the same journey be made before the journey starts to matter very little?
Saving 17-28% of the time seems more than a meaningless amount to me. And before you attempt to correct my or the previous poster's expectations, we're working under the idea that that is an average for the same scenario (e.g. a purely random group). My own level of tolerance before I start to check the time would be around a standard deviation. If there are no mitigating factors, mild frustration will likely occur by 2 standard deviations. That's just me, of course.
The primary reason for the complaints isn't that it's taking longer. It's that it's taking longer for absolutely no benefit. One has free access to Sprint. Neglecting it makes things less safe, slows movement, and increases the likelihood of reseting DPS ramp-up. For hitting a single button, you can quite likely contribute as much to the overall run as a third, lesser-geared DPS would. Forgive me, then, if I feel like that's time wasted when one refuses to do so. Do you feel happy thoughts towards a DRK who refuses to use Darkside?
Now, that, however, I do see as meaningless. Unless a design were pulled off really damn well, it's irrelevant. Intention =/= result. And I see no way in which this game forces you to play any more or less than any other, and I can't really credit a game that encourages you to play it less, so where is this even coming from? I've certainly played some more "at your own pace" games than this, partly because there's some actual emphasis on inherently interesting content and the leveling experience, rather than primarily just the endgame and its carrot-and-treadmill model (a mixed metaphor, but I have faith its meaning is not lost), but is even that proof of design? Most things you hear from a content developer after release are not about intended design; they're about mitigating or drawing the image towards what's favorable given their original and current desires for the game. Yoshida can say whatever the hell he wants about the game or how it should be played; that won't change the game itself in any way by which to make his statements more true.Quote:
FFXIV was designed around the concept that
Even then, I certainly don't remember any statement saying that one can pace any and all content as he likes, regardless of whatever desires his fellow players in said content may have. You self-pace by choosing the content and parties that suit your playstyle. Dungeons, being so favorable to sprint, tend to use it. If it means so much to you that it not be a contributing factor, you can either lobby for its removal here or create "no sprint" parties in-game. But expect otherwise that people will ask that you use your [freely improves run times] button. And that's what this has been about.
Fact: Sprint is a sizable contribution.
Point of Discussion: people aren't using Sprint, slowing progress yet with zero benefit.
Counter: people should be free to slow their parties! [Uncontested, but also irrelevant.]
Meh, I'll keep up as best I can, but if Sprint is on CD, then Sprint is on CD. Like when both DPS in Kugane Castle decide to drag the bomb adds on that boss right over to where I am. Of course in that case the tank and I were both popping Sprint to gtf over to the tiny little sliver of safe arena they'd left us. But I have had times Sprint was on CD from boss usage. It happens. We're probably going to wipe if the tank goes zooming off like the Roadrunner, and they can bitch at me all they want when they die.
If the tank wants to use sprint he needs to have some situational awareness. That's the reason for this expansion I was forced to make a protect macro that says, "Casting Protect, Please don't sprint off yet". Tanks that properly utilize sprint while also paying attention to their other party members situation, always receives a commendation from me. (Maybe the healer has sprint off cooldown because it was used during the last boss fight.) I absolutely love it when tanks properly use sprint, and great tanks will always remember SCH's like to prebuff with Aldo and Excog before they sprint off to aggro the mobs.
So I would say it made a lot of tanks play worse, but the tanks that do use sprint well make them play MUCH better.
I don't find tanks bad I find the new sprint in general to be horrid. shorter duration and longer cool-down. Makes doing mechanics a pain.
Mavis Beacon
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*exit stage left*