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  1. #1
    Player
    Reynhart's Avatar
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    Jul 2011
    Location
    Ul'Dah
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    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Quor View Post
    It would be akin to taking NIN Mudra's and instead of splitting them into Ten/Chi/Jin and Mudra buttons, you just have "Hyoton" or "Suiton" or "Doton" buttons that execute them for you.
    It's completely different. The skill in using Mudras is weaving them into your rotation, so you had to think and act fast. Finishing your combo don't require any decision making and is not fast. The skill in performing rotation is keeping uptime and knowing what to weave between them.
    Quote Originally Posted by Quor View Post
    I find it hard to square the circle of people complaining about a lack of tank complexity also advocating for a tank to be made less complex.
    We're not. Imagine I save two slots as a DRK by consolidating SoulEater into one combo. Now, I can have a Power Slash combo on one of those slot, let's say, to apply a speed buff, and bring back Scourge on the other slot. Now, I have two more things to maintain in my rotation, making DRK more complex.
    (3)
    Last edited by Reynhart; 10-17-2019 at 04:53 PM.
    Y: I usually compare FFXIV with a theme park, but the Forbidden Land of Eureka won’t be a place where everyone would want to go. For example, there are people who don’t want to go to horror houses because they don’t see the point in getting scared on purpose. For example, on a date, the boyfriend might want to invite the girlfriend to go the horror house, but the girlfriend just doesn’t seem to find it fun. In other words, it’s not like everyone wants to go to the horror house, but there are people who just love the adrenalin rush they get from it. Think of Eureka as something like that.

  2. #2
    Player
    Quor's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    663
    Character
    Alexya Ultor
    World
    Leviathan
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Reynhart View Post
    It's completely different. The skill in using Mudras is weaving them into your rotation, so you had to think and act fast. Finishing your combo don't require any decision making and is not fast. The skill in performing rotation is keeping uptime and knowing what to weave between them.
    Which is exactly the skill needed for Renzokuken; you have a limited time frame (one GCD) in which to use Cont., and maybe another oGCD, before you can use the next GCD. You certainly don't want to miss out on using a Cont. ability, as the average raw potency from those oGCD's is almost as much as GNB's average ppGCD on their main combo, so dropping one is a significant damage loss. But you also don't want to delay your GCD, which has the side effect of making each step of Renzokuken feel sort of like a mini-Mudra. Sometimes you'll double-weave during Renzokuken, and knowing when and how to weave stuff while maintaining rotation uptime is what separates the good from the great.

    We're not. Imagine I save two slots as a DRK by consolidating SoulEater into one combo. Now, I can have a Power Slash combo on one of those slot, let's say, to apply a speed buff, and bring back Scourge on the other slot. Now, I have two more things to maintain in my rotation, making DRK more complex.
    You're not wrong, but again, keep in mind the balance of the tanks. Yes, I'd love for DRK to have some kind of haste buff back, and if it's on the PS animation then mores the better (I mention this in the relevant DRK thread). But I'm also concerned about how that would affect not just DRK but tanks in general. DRK has it's problems now, sure, but it's not terrible. It's boring, with most of it's challenge wrapped up in MP management (not a bad thing per se) and TBN usage (also not bad) but at the cost of some sorely lacking rotational value. Managing a DoT or juggling a haste buff alongside Darkside would be a joy, but I have yet to see any kind of compromise suggestion to account for the clear fact that this would be a damage buff to DRK. I also don't see most DRK's just shrugging and being happy with having to do an extra few steps to get the same damage they had prior to the addition of new skills. Increased complexity necessitates an increased reward, and in this case that reward would have to be more damage. It's hard to justify boosting DRK's damage when it clearly has the best overall mitigation suite out of the tanks right now, on top of still throwing out respectable numbers.

    So again, while I'm not against the idea itself, I have yet to see anyone address the other half of the equation. It's all just "let's add cool stuff" and never with any accompanying understanding of how to maintain balance between the tanks, either via changes to DRK itself or something for the other tanks.

    Quote Originally Posted by Shurrikhan View Post
    tl;dr: If literal hand movement alone is enough complexity for you to pride yourself over, and worth more to you than any of the possible things you could otherwise spend that space on, we're just going to have to agree to disagree.
    Isn't that what all of this is? Pushing buttons in the right order at the right times? Distilled down to it's most basic form, that's the entirety of this game, and really any video game. Take the most badass looking DMC5 boss rush you can think of, or the craziest Super Meat Boy speedrun, and it's all just hand movement, entering the right commands at the right time. That sells it terribly short of course, but you get the gist. Of course, we all know the devil is in the details, so it's disingenuous to say that it comes down to hand movement "alone."
    (4)

  3. #3
    Player
    Reynhart's Avatar
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    Jul 2011
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    Ul'Dah
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    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Quor View Post
    Which is exactly the skill needed for Renzokuken; you have a limited time frame (one GCD) in which to use Cont., and maybe another oGCD, before you can use the next GCD.
    Yes, but no one asked for Renzokuken to be different. What you describe would be the same wherever the "next GCD" is placed of your hotbar.
    Quote Originally Posted by Quor View Post
    You're not wrong, but again, keep in mind the balance of the tanks. Yes, I'd love for DRK to have some kind of haste buff back, and if it's on the PS animation then mores the better (I mention this in the relevant DRK thread). But I'm also concerned about how that would affect not just DRK but tanks in general.
    That's the exact same issue when you release a new expansion and add new skills. We don't really expect them to add those skills during ShB lifecycle. But the consolidation part could be done in a patch, since it wouldn't change the rotation at all in the end. And there are other types of consolidation that could be added without disturbing the balance, like Leylines and Between the lines sharing the same slot, since you can't use the later without the former being up, or Enochian/Fire IV/Blizzard IV, etc...
    Quote Originally Posted by Quor View Post
    It's hard to justify boosting DRK's damage when it clearly has the best overall mitigation suite out of the tanks right now, on top of still throwing out respectable numbers.
    Personally, I wouldn't mind doing the exact same respectable damage even if I had to apply scourge every 30s or maintain a speed buff, because it would make the job less boring. They'd just have to reduce some potencies on our GCDs to compensate. But like I said above, consolidating the combos can be enough for now, so that they won't have to remove more skills when the next expansion comes.

    In the end, they already started that evolution, with skills replacing other ones under specific procs (DRG, RDM, ...) or the various roleplay duties.
    Quote Originally Posted by Quor View Post
    Take the most badass looking DMC5 boss rush you can think of, or the craziest Super Meat Boy speedrun, and it's all just hand movement, entering the right commands at the right time.
    In DMC, you do a combo with a single Attack button, weaving directions between two inputs. How is that different from comboing with a single slot while weaving oGCD in-between especially in a much-much slower battle sytem ?
    (2)
    Last edited by Reynhart; 10-17-2019 at 07:03 PM.
    Y: I usually compare FFXIV with a theme park, but the Forbidden Land of Eureka won’t be a place where everyone would want to go. For example, there are people who don’t want to go to horror houses because they don’t see the point in getting scared on purpose. For example, on a date, the boyfriend might want to invite the girlfriend to go the horror house, but the girlfriend just doesn’t seem to find it fun. In other words, it’s not like everyone wants to go to the horror house, but there are people who just love the adrenalin rush they get from it. Think of Eureka as something like that.

  4. #4
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
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    12,874
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Quor View Post
    Isn't that what all of this is? Pushing buttons in the right order at the right times? Distilled down to it's most basic form, that's the entirety of this game, and really any video game. Take the most badass looking DMC5 boss rush you can think of, or the craziest Super Meat Boy speedrun, and it's all just hand movement, entering the right commands at the right time. That sells it terribly short of course, but you get the gist. Of course, we all know the devil is in the details, so it's disingenuous to say that it comes down to hand movement "alone."
    Not when all concerns except your finger moving from one place to another within the ~1.7 to 2.5 seconds are absolutely negligible.

    oGCD order? That takes some determination. Any effect that will not sacrifice a measure of effect greater than its loss to uptime and sync from delay should be used as early as possible. That involves tactics.
    AoE abilities? Further determination in fights with add phases. Just look at Dragoon in Deltascape 3S. Capitalizing on Nostrond is huge there. (Btw, you know didn't reduce it's complexity at all there? Consolidating Geirskogul and Nostrond.)

    But a fixed combo? That's not complexity unless you're actively making meaningful decisions about whether to move your shoulder, elbow, wrist, or fingers to get from Key 2 to Key 3. Let me be frank -- you're going to have a hard time convincing me those decisions will be meaningful.

    In DMC5, there are numerous answers with numerous levels of "correctness" because there are numerous ways to handle any particular fight. Many of those ways, if we ignore common sense and throw random combinations together, are bad. And, theoretically, one may be the best at any given time, but that's a job for Deep AI. The remainder are we actually play towards and around -- the entire point of gameplay.

    Combos do not. They have one answer. They ensure that you can, as soon as you start a combo, only viably touch one normal weaponskill. The entire purpose of combos in XIV to reduce complexity, to reduce the number of options available to the player at any given time.

    What complexity you find in any given combo are the few times they act least like a combo, and actually allow a branched action for once. Those are the surviving actions, and why Warrior still at least has effectively 5 GCD skills, Fel Cleave(+), Storm's Eye, Storm's Path, Overpower, and Tomahawk, though combos will then promptly lock out all choice for a further 1-2 GCDs at a time in 3 out of those 5 actions.
    (1)