

I didn't ignore it.
I just wanted to highlight the ridiculousness that you're arguing with me against Random events in encounters and your ideal is... Random events in encounters.
I state that random things that cause people to change their rotation, such as random spikes of damage (This doesn't mean random tankbusters, this can be something like knocking a DPS/Healer to 50% life. It's not killing them, and generally they'll be fine, but you'll want to top them up before another random hit might target them again or they might fail a mechanic and take extra damage)
You go "NUUUUUUUUUUUUUUU RANDOM IS EVIL!" then go on to retort about how RANDOM mechanics that cause you to adjust on the fly are what's necessary... Literally the thing you were chastising me about suggesting.
So I think it's VERY clear whom has difficulty reading.
This is what you posted. This is what I disagreed with.
Again, there is a difference between "we don't know who is going to get earthshakers first during Tenstrike" and "enjoy this random untelegraphed buster that just takes off 75% of your hp that you have no way of preparing for or predicting outside of clairvoyance"
It sounds like you just want to force healers to have to randomly top people at any point during a fight and keep them topped just in case they get hit twice by an attack they have no way of preparing for.I state that random things that cause people to change their rotation, such as random spikes of damage (This doesn't mean random tankbusters, this can be something like knocking a DPS/Healer to 50% life. It's not killing them, and generally they'll be fine, but you'll want to top them up before another random hit might target them again or they might fail a mechanic and take extra damage)
In my opinion, that's not fun, nor is it more interesting than what we currently have, and it falls into adding tediousness to the role.
"make sure everyone's topped just in case rng gives them the middle finger and trucks them twice!" yea, no thanks
So, in summary, I like that bosses have a set rotation (or two, like Guardian in o7s) but more randomness within mechanics that force adjustments are fine. I don't want completely random boss rotations that are totally unpredictable. I want to be able to prepare for a mechanic, but not 100% predict how it plays out, similar to UCOB. Is this making sense now?


Again, you're equating "damage spikes" to mean "TANKBUSTERS OUT THE ASS".
Which is ridiculous.
Also, who said that it couldn't be prepared for or predicted? Such as it being a telegraphed attack that targeted a random player (Thus if it was someone who already wasn't at full health for some reason, you might want to cancel your cast and react to it)
You're arguing against this asinine belief that "Random damage spikes" means "Random Tankbusters with no telegraph, no sense of consistency and can almost one shot actual tanks"
Which is absurd and in no way suggested in what I've posted.
You mean, instead of simply being able to let Medica II/Aspected Helios tick people back to full life from 50% or lower, healers might actually have some agency thrust upon them to maybe get certain people's life up?
No wai! How would anyone cope? That would be the worst design ever, healers, having to heal people whom are injured!?
/s
You really don't particularly like the idea of Healers having to actually do anything except "Press this oGCD button when Y move happens" do you?
Oh, maybe the target might be random! Okay, but it's still going to be a case of, wait for predetermined attack... Use predetermined response... With the caveat of, you have to target someone after the fact rather than being able to pre-target and pre-cast for them!
Also, again, it's not always a case of "Maybe they this person gets RNG rekt by this attack twice in a row!" maybe it's a case of, someone's going to get blasted by an attack that deals somewhat significant damage, several seconds before a Raidbuster is due to occur. Where depending on whom is hit by the damage, might need to be topped up by a heal before that Raidbuster or might be fine and can pop defensive CD's such as Manaward/Shadeshift or might be a Tank and can mostly shrug the thing off.
So having to heal people is tedious?
Well then, there exists a role where you won't have to be concerned about such "Tedious" things like "Having to heal people"...
Well, the primary issue with the game as a whole, is that rotations are set in stone. That there isn't and random damage spikes. So literally everything can come down to "Press this oGCD at this, this and this time"So, in summary, I like that bosses have a set rotation (or two, like Guardian in o7s) but more randomness within mechanics that force adjustments are fine. I don't want completely random boss rotations that are totally unpredictable. I want to be able to prepare for a mechanic, but not 100% predict how it plays out, similar to UCOB. Is this making sense now?
This is present for both Tanks and Healers. Where Tanks don't have to worry about any damage other than the predetermined Tankbusters because there's no significant crits or other burst damage to warrant things like, rolling CD's between Tankbusters. Especially so when they're being backed up by HoTs and Shields that are ridiculously strong.
Where Healers don't have to worry about any "Random" damage forcing them to do something other than spam their single Nuke over and over with the occasional Regen or Shield application and direct responses to predetermined attacks such as AoE heals or oGCD heals.
You might think it's "Bothersome" or "Tedious" to have to actually react to things that aren't predetermined, but so long as jobs have the tools to do so (I.e. If Tanks had actual active mitigation as a standard feature) but the inclusion of non-predetermined things is the only way to break the cycle that is everything being so entirely scripted and thus causing Tanks/Healers to have literally nothing to do but focus entirely on DPS.
Since without random things occurring, you literally can plan out every single CD usage for every single attack before ever stepping foot into the encounter. Which means that the entirety of your "Tanking" and "Healing" gameplay is already accounted for, you merely have to press the buttons at the designated time. Thus the only thing left to do is pump out your DPS.
Having a predetermined attack that randomly targets is a step in the right direction, but it still leads to a pretty stale gameplay where you still know WHAT skills you need to use and WHEN to use them, with the only deviation being that you have to look at who needs to be targeted during the encounter. Then once it's over... That's it, that's the only deviation, you go back to fully focusing on DPS again until the next scripted attack occurs.
Heck, even in games where they DO have random attacks occurring and random damage spikes, if they're not impactful enough you can still get into the habit of being able to easily predetermine your CD usage. Especially if the number or power of CD's can make these things obsolete while still covering the major Busters that form up the basis of standard MMO encounters.
So it's not a easy and perfect solution, but it's a step towards the direction. One where you need dynamic encounters that don't just follow specified scripts in order to lead to dynamic gameplay where Tanks and Healers can find themselves more occupied with mitigating/healing damage than DPSing, with good players being able to gear and play more optimally, reducing the time they spend mitigating/healing and increasing time spent maximizing DPS.
Any time that encounters are predominantly scripted, so will defensive abilities be. Thus leading right back to a "Blue/Green DPS" meta, because there simply won't be anything else for the roles to consider as all of their CD usages have been accounted for prior to engaging with the content.
That is very clearly not what they're arguing against.
What you're proposing is random damage spikes that can do 50% of a players health. This means two of those will one shot someone. All you manage to do with that is create an arbitrary window in which as long as the boss is capable of doing that attack healers need to keep the party above 50% of their HP.
This isn't actually adding randomness, the random nature of the attack you're proposing is actually entirely manageable and it's just a "no one before 50%" mechanic.
On the flip side the suggestion is a randomization of the order of attacks that a boss does which I think could actually be interesting and force more reactive healing.
Imagine a branching system where a boss has a phase during which he will cast three raidwide unavoidables, spawn AoEs under players twice, do two single tankbusters and one shared buster and afflict two non-tanks with prey and hit the group with a Charybdis - but you don't know the order those things are happening in.
A microcosm of this was available in o1s - boss would cast Charybdis and then either Roar or Twinbolt so the healers either needed to get the whole party healthy enough to survive Roar or had to focus heal the tank's up (who also needed to be somewhat separate from the party) to survive their shared buster. People figured out quickly that this always happened in a set order but it goes to show how mechanics following each other in different orders can force people to play in different ways.
That would be interesting and would make pre-planned CDs for everyone worth a bit less, instead valuing adaptation and group communication. I think it could be fascinating.
I think you might be glancing off the intended point here. (Admittedly, both ends seem to get a bit exaggerated here and there to accentuate your differences in principle goals, which might not be helping...)
Let's put it in a sort of spectrum where there are opposite extremes in conflict but there is a best-sum equilibrium between the two:Where, do you imagine, might the best-sum equilibrium be? To what point or in what types does randomness help? After what point or in what types does it start to hurt?
- Avoiding the negative feeling of lack of control due to a need for restraint reducing one's ability to use one's own tools because of what might well happen, while providing a positive feeling of rewarded immersion and need for awareness within a given fight.
- Avoiding the negative feeling of lack of control out of sheer sameness among one's available choices and tedium in executing upon them, while providing a positive feeling of rewarded foresight and a need for planning within a given fight.
Last edited by Shurrikhan; 05-22-2019 at 02:26 PM.
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