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  1. #71
    Player
    Shurrikhan's Avatar
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    Sep 2011
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    12,863
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    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.
    Allowing for the consolidation of a single bonus combo, reducing the tank to the same 4 buttons (not skills) of PLD and WAR, does not reduce its complexity in any way. Gnashing Fang, Goring Blade, and Storm's Eye are already differed almost only in how they each interact with their damage CDs, PLD and GNB per minute and WAR per 90 seconds. Gnashing Fang is technically the least complex of the three because it can be woven in at any time where Storm's Eye and Goring Blade cannot. Instead of any manner of compromise, you simply continue to spam 123 and then remember not to hit Burst Strike if Gnashing Fang will soon come up before overcapping. Its sole claim to complexity is via a particular SkS capable of readying Solid Barrel before the nth No Mercy - Bloodfest sync. The rest is the exact same 123 you have on every tank, just shifted over to 456; that's not complexity. It's basic motor function that, in this case, literally cannot be failed. You've harped on about fail checks. This has no fail check. You cannot hit 6 without having first hit 5, nor 5 without having first hit 4.

    Quote Originally Posted by Quor View Post
    Yes, there are accompanying suggestions of how skill consolidation will allow for "other" stuff to be added, but this runs the risk of taking that delicate balance we have achieved and throwing it out the window.
    The reason there is simple: balance is easy when every mechanic (exempting non-mechanics like Darkside, which likewise have effectively no failchecks) is either shared by 75% of the role, has merely excused imbalance due to its infrequency (e.g. Living Dead) or is an inconsequential flavor variant.

    When you actually make 4 tanks instead of 4 skins of a single tank, yes, balance gets harder.

    That doesn't mean it isn't worth it. We should be able to expect more than just either a modicum of real gameplay difference OR balance.
    _____________________________________________________________________________________

    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.
    (1)
    Last edited by Shurrikhan; 10-17-2019 at 04:50 PM.

  2. #72
    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. #73
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    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. #74
    Player
    Shurrikhan's Avatar
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    Sep 2011
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    12,863
    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)

  5. #75
    Player
    Ladon's Avatar
    Join Date
    Aug 2012
    Posts
    570
    Character
    Resa Nome
    World
    Hyperion
    Main Class
    Paladin Lv 90
    I think this eventually needs to happen for all combos (including the AE combos) but I am in agreement that it has to happen along with the introduction of additional skills. This means that it isn’t really necessary now, but would heavily advocate for it when the level cap gets bumped to 90. Doing this would open the ability to add more skills without having to massively consolidate or just upgrade current skills like they have been each level cap increase.
    (4)

  6. #76
    Player
    Nedkel's Avatar
    Join Date
    Dec 2017
    Posts
    2,023
    Character
    Chloe Lehideux
    World
    Zodiark
    Main Class
    Samurai Lv 74
    Quote Originally Posted by Ladon View Post
    I think this eventually needs to happen for all combos (including the AE combos) but I am in agreement that it has to happen along with the introduction of additional skills. This means that it isn’t really necessary now, but would heavily advocate for it when the level cap gets bumped to 90. Doing this would open the ability to add more skills without having to massively consolidate or just upgrade current skills like they have been each level cap increase.
    No thank you.
    Double weaving will be a nightmare with one button combos, hence why pvp is so poor in oGCDs.
    (2)

  7. #77
    Player
    Ladon's Avatar
    Join Date
    Aug 2012
    Posts
    570
    Character
    Resa Nome
    World
    Hyperion
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Nedkel View Post
    No thank you.
    Double weaving will be a nightmare with one button combos, hence why pvp is so poor in oGCDs.
    What? This has zero impact on double weaving.
    (7)

  8. #78
    Player
    shao32's Avatar
    Join Date
    Apr 2015
    Location
    arcadis
    Posts
    2,067
    Character
    Shao Kuraisenshi
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 90
    SE can't just force combo consolidation in to the game, there is players that don't like to spam the same buttons for long periods of time (me for example) this will kill the game for them bcs is boring and tedius, if i wanna spam the same button most of the time i play BLM or the healers (poor SCH and AST), this can lead to a lost of customers, if any they can add it as a optional way to play but the game and the future expansion skills are gonna be removed/added/updated acording to the players don't using the consolidated combos for obvious reasons.

    the solution is not consolidating combos, it's merely stupid no,it's upgrade current buttons, improve them and evolve it, remove some but adds others that sustitute and get better involved with the kit something they didn't for many jobs this expansion, space is technically no a problem and consolidating buttons wont make anything better but worse all day doing 11a1111b111cd11, 2a222b222c222d2 whatever just a spam fest of GCD, apart can we stop saying this is necesary to get more complexity? we don't need consolidated combos to get complexity and this is not a hardcore MMO they won't add more complexity specially for the DPS.

    so can we stop talking about masive combat reworks that we don't need please?
    (3)
    Last edited by shao32; 10-18-2019 at 09:26 AM.

  9. #79
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by shao32 View Post
    SE can't just force combo consolidation in to the game, there is players that don't like to spam the same buttons for long periods of time (me for example)
    Set the same combo on multiple slots, problem solved.
    Quote Originally Posted by shao32 View Post
    the solution is not consolidating combos, it's merely stupid no, it's upgrade current buttons, improve them and evolve it, remove some but adds others that sustitute and get better involved with the kit something they didn't for many jobs this expansion
    No, it's not. It's annoying to lose skills, and strategic options, just to save buttons when we could fix button bloat without losing anything. And boring to see the same animations over and over again...
    Quote Originally Posted by shao32 View Post
    so can we stop talking about masive combat reworks that we don't need please?
    This system already exists for PvP and roleplay duties, and wouldn't change anything about skill rotation or balance. In what world would it be a "massive rework" ?
    (2)
    Last edited by Reynhart; 10-18-2019 at 04:26 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.

  10. #80
    Player
    Mahoukenshi's Avatar
    Join Date
    Jul 2019
    Location
    Gridania
    Posts
    363
    Character
    Altina Schwarzer
    World
    Twintania
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by shao32 View Post
    SE can't just force combo consolidation in to the game, there is players that don't like to spam the same buttons for long periods of time (me for example) this will kill the game for them bcs is boring and tedius, if i wanna spam the same button most of the time i play BLM or the healers (poor SCH and AST), this can lead to a lost of customers, if any they can add it as a optional way to play but the game and the future expansion skills are gonna be removed/added/updated acording to the players don't using the consolidated combos for obvious reasons.

    the solution is not consolidating combos, it's merely stupid no,it's upgrade current buttons, improve them and evolve it, remove some but adds others that sustitute and get better involved with the kit something they didn't for many jobs this expansion, space is technically no a problem and consolidating buttons wont make anything better but worse all day doing 11a1111b111cd11, 2a222b222c222d2 whatever just a spam fest of GCD, apart can we stop saying this is necesary to get more complexity? we don't need consolidated combos to get complexity and this is not a hardcore MMO they won't add more complexity specially for the DPS.

    so can we stop talking about masive combat reworks that we don't need please?
    Instead of telling people to stop talking about a topic you don't like in a thread dedicated about it, how about you simply ignore the thread?
    (3)

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