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  1. #11
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,991
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by JackFross View Post
    Hitting flank and front is not optional as a Melee dps. In all of the newest raid tier, you cannot guarantee that you will never use an attack from the front of the boss you're fighting. Bosses spin to face you if they target you with their random target skills in every single fight. Sure, you'll run away sometimes, but other times you won't, as a melee. So, like, yeah?

    tl;dr: Constantly reminded why not everyone is a game developer.
    It is when you have a Bard... Even when healers aren't dpsing, it'll be worth the 50 potency for me to put up RoD before the next random target ability if and only if my melee dps are merely flank-capped. In my suggestion, that'd be an extra 4% secondary stats, not spent in accuracy, for the OT, healers, and melee dps, just for my 50 potency. I'd call that an option. As is standing closer to hitbox center and holding the GCD for a quarter second's movement, especially when not in a tight window (excess SS) and in a fight in which I'm going to run out of TP without Paeon/ProRook/Goad anyways.

    If accuracy itself is the only thing that makes gearing up interesting, challenging, or fun, I think we have larger problems than just the required expenditure on a given stat around which to select our next gear purchase.
    The stats themselves suffer from imbalance and oversight, and their direct effects exist only among a few classes.

    Skill and spell speed are probably the two with the most obvious potential as both could have very, very meaningful effects on rotation if 1) we had a bit more secondary stats outside of accuracy to work with and 2) if the oversights affecting each (especially Skill Speed) were fixed. Skill Speed itself would need approximately three things: a faint effect on AA and oGCD damage, to reduce TP ticks by 20% and tick per player GCD (bonus TP regen similarly applied on player tick at 20% reduction), and for animation speeds to scale with Speed. Ideally, its weight, rather than GCD reduction, should be linear, as well, rather than being undervalued at low amounts and being strong at very high amounts. Now certain classes are no longer locked out of using it based on lower weaponskill damage percentiles (compared to AA & oGCD), it no longer prevents double-weaves, and it no longer TP starves an SS-heavy player far more quickly than others (though it will still punish above-average TP cost moves), potentially forcing Paeon use for the party's lowest denominator. That much mere 'fixes', though admittedly large ones, would solve.

    The other issues lie in the class designs themselves. Only two classes in the game actually give noticeable effects to anything but rate of attack, and the latter is debatable. Archer's have River of Blood, Arcanists have their on-pet-crit proc. Everyone else simply finds that they parse a bit higher overall the more they crit, with zero effect on their actual gameplay. And then there's Det....
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    Last edited by Shurrikhan; 03-14-2016 at 11:24 AM.