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  1. #1
    Player
    javid's Avatar
    Join Date
    Mar 2011
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    Grid
    Posts
    535
    Character
    Javid Conlak
    World
    Sargatanas
    Main Class
    Marauder Lv 80
    Quote Originally Posted by Shurrikhan View Post
    Roles" are, in the end, mere specializations for which a degree of primary capabilities (damage-dealing in the case of any fight cleared by killing the enemies, or healing in any fight cleared by topping off a given NPC, etc.) is sacrificed to allow a higher degree of capacity for handling secondary functions (anything tactic that improves your raid's ability to clear the encounter that is not a direct, or primary, capacity, such as by reducing the ratio of incoming to outgoing damage) or tertiary functions (anything that improves upon those secondary functions while not directly contributing to them).
    This.
    Let's start... you simply state your premise but don't prove it. So let's have you prove for one how the concepts I suggested were anything to do with your concerns?

    But let me reiterate some of the point's I made with a real example. Alex savage turn 6 first mob casted a spell that needed to be silenced. Pld, sch, nin, mnk, brd and mch are the only jobs that can fullfil that requirement. However if you've ever done this fight the job that were least equipped for the ROLE in order of difficulty were mnk ( just no....), sch (bc selene is unpredictable), pld (bc spiritwithin animation is long), nin (could mess up your rotation especially your proper opener) and lastly brd and mch tied for difficulty. The reason this is an example of role playing and an example of non direct dps mechanics yet vital to overall dps is embedded in the experience of that fight.

    The smoothest and the fastest clears for that boss (and the entire raid) were the ones that emphasizes the importance of fulfilling that role (among others). Aka role playing
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    Last edited by javid; 01-02-2017 at 07:08 AM.

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,913
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by javid View Post
    Let's start... you simply state your premise but don't prove it. So let's have you prove for one how the concepts I suggested were anything to do with your concerns?

    But let me reiterate some of the point's I made with a real example. Alex savage turn 6 first mob casted a spell that needed to be silenced. Pld, sch, nin, mnk, brd and mch are the only jobs that can fullfil that requirement. However if you've ever done this fight the job that were least equipped for the ROLE in order of difficulty were mnk ( just no....), sch (bc selene is unpredictable), pld (bc spiritwithin animation is long), nin (could mess up your rotation especially your proper opener) and lastly brd and mch tied for difficulty. The reason this is an example of role playing and an example of non direct dps mechanics yet vital to overall dps is embedded in the experience of that fight.

    The smoothest and the fastest clears for that boss (and the entire raid) were the ones that emphasizes the importance of fulfilling that role (among others). Aka role playing
    That is not "role playing", for sure, and neither are they even "roles", exactly. They are simply toolkits. When in doubt, the one whose rDPS contibution is least inhibited by the action will perform the action—simple as that. Even if the Bard/MCH were forced to wait 28 seconds to use his 30 second CD, the loss of that 135 potency (and subsequent 28 loss on next desync) would still be less than that of a Monk's using AotD given the high TP cost, even if the cast would surely start off during his Opo-opo form. Therefore, the Bard/MCH will save his silence and be the one to handle the mechanic. But, the moment there is more than a single silence to be done more often than every 30s, your Bard/MCH alone cannot be your lone "silencer". You must have additional people save their skills and rotate in. If a cast were to start every 6 seconds, the Monk would actually be the only one who could handle the mechanic on his own, but at immense TP cost. Being the last resort would be difficult if not aligned with his silencing form, but in the end he is still able to handle it. (I regularly soled this on Monk in off-groups in T2; even the last fight was just short enough not to run out of TP.)

    None of that is "role" play. It's simply team play that finds the least DPS cost to fill the functions required of the raid. Which is why I can't imagine why you would want to remove tanks or healers from the idea of DPS, as if they were the relevant deity's chosen just to be sitting in the party and filling hate or health bars alone, idling between. They are there because of dps, indirect or otherwise. And when they lose sight of that, they also lose sight of how best to bend those specialized roles (holding hate and healing/shielding) to their raid's advantage.

    That said, my primary issue with your suggestion wasn't given in the definition you quoted; it's in the idea of being able to bring healers and tanks as a real choice. The moment you divorce healers and tanks from direct damage dealing (direct contribution, at least in any kill fight), you move decisions out of the hands of tanks and healers and into the hands of everyone else, who now have for more reason not to take them at all. By prioritizing these specialized functions as if they were somehow inherently worthwhile, you actually greatly reduce the amount of situations to which one could optimally bring a tank or healer, or else force the developers to artificially inflate the need for either, usually by reducing the versatility of DPS classes. The result will be a reduced gameplay QoL. These specializations exist for real reasons, and by breaking that balance you disjoint both team composition and the jobs themselves. What you're suggesting seems like a bit with no reins.

    I wouldn't mind the occasional need for more "tanky" tanks, or more heal- or mechanics-attentive healers, but these things are always transient due to the output variance in gear. You can try to create something that cannot eventually be cheesed with higher stats, but you would walk a fine line between that and annoying gimmicks. Furthermore, consider the dynamics of fights as they are. The most you could purposely nerf healing by is the amount that would still allow the survival of burst incoming damage. Except, we're already fairly tight against some of those checks. So how then would you increasing healing done over the rest of the fight? By making the rest of the fight more and more like its burst periods, so that there end up seeming to be no dynamics whatsoever, just a stream of Cure IIIs and Medica IIs and Adloquiems and Benefic IIs supplied by double-ranged mana batteries? Is that really what you want from the time that you are healing—to be heal spamming until mana starvation? Or is it that you just absolutely don't want to have to dps? In that case, just nerf healer mana pools, making it impossible for them to spend time dpsing; they'll just stand there instead, starved and disused, but at least they won't be out of "role"!
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    Last edited by Shurrikhan; 01-02-2017 at 08:00 AM.

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