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"closing the DPS gap"
BRD and MCH don't cast anylonger.
Enocian got changed.
We get a new HUD element.
Maybe some other little changes.
But in overall, what they showed looked in parts more complex than what we have now.
Will these changes really be the solution to get players dealing acceptbale damage instead of very bad damage?
After watching the stream yesterday, I don't expect this to happen.
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Ultimately if players want to deal bad damage, they will, and I don't expect anything to change. What the changes do help with though is accessibility, they are less punishing on mistakes, more visually intuitive, and reward you for perfecting your rotation.
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The changes and HUD change etc, wont change a player, it's actually up to them if they willing to accept the new changes (which many already do) and then the actually thing to try play the class well. Hopefully it will change the huge gap currently on MCH and BRD's.
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The classes that got the most changes were the ones that punished you the most for making a SINGLE mistake (Black Mage), or had conflicting class design built into many of their skills (Bard). Bard especially was pretty much the poster child for a class that had a super wide skill gap for all the wrong reasons, and we got completely overhauled as a result.
In those cases, closing the gap means more about getting rid of bad complexity for the sake of complexity, and replacing it with something more accessible and intuitive instead. It would still be complex enough for us veterans to take advantage of the system - there's already talk among Black Mages about pulling off Fouls back to back since casting it doesn't appear to reset the Polygot progress bar.
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For the majority of classes i feel this update will do nothing to increase the dps. Lets keep in mind they repeatedly stated that rotations will not change much if at all. As a nin player i would give this example.
Before update you have to keep track of huton, dancing edge (variable), shadow fang, mutilate + all ogcds that you have to use on cd to max dps. So thats 4 timers.
After update all thats changed is you get yet another element you have to keep track off on top of all that which is the nin bar (huton is now a pinwheel thingy which i feel doesnt change much for visibility purposes). It is definately geting more "complex" for the regular bads unless they somehow took out the dots and didnt tell us lol.
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It looks streamlined, but this will still not close the DPS gap, if the underpreformers do not care. I would not be suprised to see the 1 button combo being added soon aswell.
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Nothing will ever permanently close the damage gap nor should the devs bother striving for such a utopia. What this does accomplish is easing the playing field for more people to improve. We'll always have lazy players who don't care no matter what you do. It's the rest you want to encourage.
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The ability bars for all jobs still were around 3 bars. That isn't much ability pruning. I wish they ran around more and explained stuff as they were just playing, there is not much you can go by when the example is running around with GM tools active.
The ability gauges look like they will be harder to fit onto smaller resolutions. I don't think it'll be fun to fit everything in on my laptop(I imagine PS4 would be similar).
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PS4's fine. I've got room to spare with the way I've customized my HUD. I already know where I'll put the UI elements.
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i think it never was intended to close the gap between the bad and the good players, but the gap between good (or let's say better than average) and very good. you lost your buffs too easily while doing mechanics, making it impossible for many competent players to clear the dps checks in alex savage and only the best of the best were able to clear the content. the rotations are still too complex for bad players, yeah, but the better than average players will likely be able to deal enough damage to clear endgame content with these changes.