THIS.
Make a rotation and adapt to situations in a fight he makes real player. Another important point is this,a problem that causes many problems in people.
http://www.mmo-champion.com/threads/...el-Vision-quot
THIS.
Make a rotation and adapt to situations in a fight he makes real player. Another important point is this,a problem that causes many problems in people.
http://www.mmo-champion.com/threads/...el-Vision-quot
I hope the next expansion removes those awful red arrows.
I personally like a lot of the rotations, and definitely like the emphasis put on perfecting them, from an ideal opener to phase-by-phase compromises. I love how there is both compromise (a 20% dmg buff is worth holding a given damaging CD up to 3 seconds per time it can be used within that window on a 15s CD, etc.), while perfect gameplay seeks to reduce the compromises you face.
However, I absolutely would like to see new jobs or playstyles that at least make their rotations a bit less obvious and a lot less rigid, especially across the pre-hardcore range of play. I can't wait to get away from fixed combos, and would love to eventually see additional mechanics eventually that put new spins on one's instincts in regards to CDs, DoTs, etc. (e.g. if greater than X ticks of health remain, Y DoT > Z skill). That might be via something like variable CDs, that allow the CD's use to be 'rushed' or 'overcharged' to deal, say, 66% dmg at 75% charge or 133% damage at 150% charge. That might be something like rolling DoTs, or stacking DoTs where each instance individually falls off. Whatever, as long as it's fun, partly because it makes us reorient our thinking in some way.
Many jobs seem to play too similarly right now simply because they all follow the same basic methodologies and general equations. Mess with the undermechanics, or add on new systems entirely, and you can mess with those methodologies. Combos would probably be the most obvious place to start, for at-a-glimpse changes, while CDs would be the most impactful for introducing a bit more situational, manipulated, or lenient flow of damage.
Best answer I could have given him back when relevant, or to anyone suffering from that problem here, would be to have all your binds memorized and easily accessible, and then memorize the "worth it" values for various DoTs, buffs, and CDs in terms of just about every possible combination of effects. Know your CD alignments. Practice, practice, practice — from ideal situations and non-ideal situations. Track your outputs.
As a summoner I really hope that my rotation wont get any more complex the more FF14 grows. X_X I feel like I am already at my limit at how many buttons I can press and next to taking care of my Dots, I also have to keep my eye on my egis and control their attacks too, while rezzing death players, moving out of aoes, handling my stacks and most of the time (especially if there is a BLM in my party) handling the mechanics of a fight as well. (Sadly some healers like to stand around doing nothing and I have to run around doing mechanics and trying to keep my DPS up..) We don't have much buttons on cooldown so a lot of the time we have to watch the Dots which also have different timers on them..making it even harder..(and hoping that stupid Garuda finally will use her skill after clicking on it quite often..)
It was even worse or the same as I leveled up my monk..if you mess up your rotation and loosing your stacks thanks to that, you will loose a lot of DPS. And you not only have to keep up your rotations as best as possible while hitting the right position, you are also at the mercy of the rest of your party members. Have a tank that likes to spin the monster around, well good bye DPS, have other DPS ignore mechanics and you do them to avoid a wipe, well bye DPS again..It annoyed me so much that I wont play that class in any instanced content again..
Having some complexity in our skill set is nice. I like to be more powerful if I do the right combos, but here you are not able to do much DPS if you don't do it 100% right. At the same time we have a lot of fights with mechanics and DPS checks at the same time and making one or two mistakes in your rotation could destroy your DPS for the rest of the fight.
Could you try to memorize your rotation? Yes you could, but everyone has a different kind of limit of how much they can do that and as soon as you take a little break from this game it will take some time to remember and do them correctly again. And lets not talk about class changes X_X...some small changes can make your rotation quite different again and suddenly you wont do that much DPS with your old rotation anymore...
It really starts to feel not that fun anymore. X_X So I hope that we might get more fights with some nice mechanics and less DPS checks.
Skill rotations are fine atm. What I would like to see in next expansion is new skill that will replace their older counterparts in order to avoid the need of too many skill bars and skill boxes. Perhaps 2-3 completely new skills. The problem with MMORPG's is that by adding newer and newer skill with every expansion in the end the screen will be filled with skill bars. Evolving old sill into newer and thus replacing them is one option. I would also like to see dungeons and bosses with the difficulty lvl of Nidhogg and Weeping City. They have the right lvl of difficulty. Not too hard not completely boring.
or you know... fix the damn netcode
I just want better fight design overall. Tanks to have more mitigation, with less focus on "off-tanking" and "DPS stances", and for healers to get more support buffs/utility to eliminate the "off-healer DPSes most of the time" meta, too. Sometimes I feel like I'm the only person who wants this change, though.
For me the more boring part is that rotaitions don't really change so much. the "optimal rotation" for one encounter is much the same as it is for the next and the next and the next... there's rarely a reason to deviate or completely change it. out side of the incredibly rare ass case of holding that ogcd stun/silence for a particular move or ability.
the other issue is that everything is scripted to crap so much that it's not really reactive at all outside of the first 1 or 2 times you do something. after that you know with incredibly high accuracy what move is coming next and what you need to do to avoid it. and the game is incredibly predictable and becomes more proactive in this fashion...
it's evident in how fast a fight transtions from being hard to a piece of cake ass it never changes. it's the exact same every single time. boss move a is allways followed by boss move b which is in turn followed by boss move c at which point everyone knows they need to move to position x in order to avoid boss moves d and e, and then stack behind the boss for boss move f..... and in every fight that never changes.... so much so it becomes almost mindless
it'd be really nice to mix things up a lot, so the boss does move a follows it with b and c, everyone is running to position x but wait the boss is doing move f and you need to get behind the boss but to late you've eaten it. then just as you're trying to recover. bam doss move d and leg itttt.......
that would be "reactive" but the way everything in the game is so heavily scripted there is no way you can call the game reactive currently... you always know whats coming next which then makes the game pro active or pre emptive as you can have the next move dodged seconds before the boss even readies it...
i'd love to see fights less scripted going forwards. help prevent them from becoming the same repetitive dance every time you enter. would help keep content interesting for longer I think.
I can see where OP is coming from about the repetitive rotations but it's the only way to do it to maximize your DPS so you have to use the same old combos over and over.
Take the Dragoon DPS chart for example.
I play the game casually but I also use this rotation to get the most out of my stats and don't under perform. Same rotation every dungeon, every trial, every raid, OP's now making me realize I might be bored of FFXIV. Here's hoping for support classes the break away from the boring holy trinity and I might again find some excitement playing hypothetically Time Mage, Red Mage, etc. Also why I picked up healing too as my main class, I'm not stuck pressing the same buttons in the same order over and over again.
I'd love to be able to mix it up a little is all I'm saying in a nutshell while also being able to maximize DPS without doing the same to a T braindead rotation. The C word is forbidden here
customization
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