Well they could just pile it into one button for us too so we don't mess it up too.If parsers were a part of this game then, they shouldn't obscure any of the mechanics at all then. They should teach every step of your rotation in game, without need to third party guides or having players figure things out. That's the ultimate cause of low dps, not the requirement of a parser or not.
Pointless remark. Rotations are simply the controls you need to play the game now, you shouldn't be asking players on their own to have to research them in third party guides any more than you should be expected to look up on gamefaqs how a game's control scheme works. The fact that they aren't, and that you need both to look up on out-of-game websites the proper sequence of moves to be competent, as well as needing to scrape the combat logs to get accurate feedback of your performance, shouldn't be tolerated in MMOs any more. SE can solve this by simply setting in stone the rotations in game, and providing more accurate feedback in game by things like animations, combo chain remarks, and more about your performance.
They don't because they want players to figure it out, but that day has passed in MMO history.
It's huge for a tiny amount of people relative to the population. When you get to the point where people are complaining about low dps overall to legitimize parsers in game, you've hit the point where theorycrafting has started to add negative value. The old theory of MMO game design was to hide stats for immersion's sake and to give those crafters something sticky to engage them, but there's no point in this game, which has very linear rotations, no variant builds, and a true BiS. It just winds up hindering performance because not many people go into the forum/website culture where you find those resources.
Yes and no, it may be the case that players are figuring out rotations that are better than the devs designed. MCH, in particular, has several different rotations for squeezing out damage. General gameplay style is something to be taught in game (use both fire and ice please BLM etc.) but specific rotations and guides are born from number crunching, and mass experimentation.
But as the goal is to maximize if they are handing us everything why bother with multiple buttons? We could just have one and ensure maximum results every time.Pointless remark. Rotations are simply the controls you need to play the game now, you shouldn't be asking players on their own to have to research them in third party guides any more than you should be expected to look up on gamefaqs how a game's control scheme works. The fact that they aren't, and that you need both to look up on out-of-game websites the proper sequence of moves to be competent, as well as needing to scrape the combat logs to get accurate feedback of your performance, shouldn't be tolerated in MMOs any more. SE can solve this by simply setting in stone the rotations in game, and providing more accurate feedback in game by things like animations, combo chain remarks, and more about your performance.
They don't because they want players to figure it out, but that day has passed in MMO history.
When fighting games first came out, special moves were hidden. There was no real resource on how to perform them, you discovered them at random, and if people found out, they spread knowledge imperfectly. This was still an issue even as those games came out on home consoles. Then, arcade operators sometime put cards on the game showing moves, and magazines came out with movelists. Soon fighting game devs started to just tell the moves in game, and then started introducing combo tutorials that let people practice timing.
So did they all evolve to one button special moves then?
This MMO is a bit closer to a fighting game in that sense, since each character has a very narrow "move list," with no real customization. But it's still stuck in the "don't tell people about things" phase for what the playerbase is considering basic controls and feedback.
I can win fights in fighting games with one button.When fighting games first came out, special moves were hidden. There was no real resource on how to perform them, you discovered them at random, and if people found out, they spread knowledge imperfectly. This was still an issue even as those games came out on home consoles. Then, arcade operators sometime put cards on the game showing moves, and magazines came out with movelists. Soon fighting game devs started to just tell the moves in game, and then started introducing combo tutorials that let people practice timing.
So did they all evolve to one button special moves then?
This MMO is a bit closer to a fighting game in that sense, since each character has a very narrow "move list," with no real customization. But it's still stuck in the "don't tell people about things" phase for what the playerbase is considering basic controls and feedback.
I miss days where bosses just yell 'kill kill kill' , not 'your 5372 kili tickles'
#scoutersucks #friezaeatgokuforbreakfast
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