


The problem is that mobs and players only support a certain number of buffs/debuffs at all, regardless of how many are displayed. I think it's 60 total, 30 displayed. Debuff #61 doesn't even land.
10 posts per page is only the default setting; it is bad, and you should feel bad if you haven't changed it.
Forum quirks and features explained: http://forum.square-enix.com/ffxiv/threads/161238


The problem is that when you hit a certain amount of debuffs, new ones just don't even apply. Which in something like an alliance, can severely hinder a given player's DPS, among other things. Visible or not doesn't even matter at this point.
Even then, think about it:
There HAS to be a limit at some point or you can literally one shot enemies with debuffs because the tick would be so large it just collapses. This is why in normal circumstances you'll almost never hit that limit, it's literally 1%..2.5% content at best that even this would become a problem - Most of the game's progression is 8man, which is what it's tuned for with some breathing room so to speak.


I have to second this thread, lately I'm seeing the debuff cap be hit frequently in ST and in Hunts. Any player who focuses on debuffs as part of their rotation will not be able to play as effectively as others. I disagree that there HAS to be a cap because monsters should be tuned to the number of players participating in said content and not the players tuned down to make the monster harder but that's only my opinion. In my opinion the debuff cap is not a problem in 8 man content but for any alliance based content it is definitely a problem and considering the sheer number of people participating in ST and hunts I don't think that it's irrelevant.
Last edited by DoctorPepper; 08-23-2014 at 04:49 AM.

I know that >.<, but they do technically apply you just don't see their timer. When I smn through ST I just apply my dots right away and then make sure their timer never runs out so I never face this problem (I know that's not practical for some other classes). The reality is though you don't have to pump the best dps to make a ST run go smooth, so until they actually make difficut, high dps requirement 24-man content this really doesn't matter.
pretty much this. jobs affected the most seem to be bard, drg, and smn. its pretty annoying when you use a move and all you get back is "had no affect"
It would be nice, if the newest debuffs took priority over the oldest debuffs, and essentially pushed them off. This would solve all the problems above.
Hoarders gonna Horde.


Not really when you have to stop your rotation to re-apply debuffs because somebody else's debuffs overwrote yours. Either way your rotation is getting screwed up and you are not able to dps 100% effectively.


The trouble it's every class land debuff, 2-3 different debuff for most of the class. on some class that can be annoying, but on class like Summoner it simply killing the class, since the dot it's 1/3 if him dps.
^. However people said it's 'archaic design' if you have classes dedicated to buffs. All of these debuffs and such could have easily went to a new mage or hybrid class, not every skill or rotation needs to land a debuff.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote



