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  1. #10
    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 Stanelis View Post
    What leads to toxicity isn't the parser (that will exist in the game nonetheless) but the over reliance of the game on DPS.

    You 're a healer ? You need to DPS.
    You re a tank ? You need to DPS.

    Everything is about DPS at endgame. It is the pinnacle of hypocrisy to design the game that way but forbid the use of parsers (yet alone not implementing one in the game). Back in 2.X, where the meta was far less about DPS than it is currently, there wasn't such a commotion about it. However, today, I can understand why people ask for parsers and I don't think any group of serious people about endgame (especially ultimate fights) will actually come and say they don't use parsers or third party website to study what happened during the fight.

    Its also what leads to the schism between people who play the game to simply collect a few glamours, run the 24 players raid, 4 men dungeons, etc and people who partake in 8 player content. They simply don't share the same vision. Because in one part of the game you need to push for DPS, while in the other the game tells you its ok not to be very good at it. And it is what is transcribed here : some people don't see the point of parsers because they don't need it on the content they run, while some ask for it because it is needed in one part of the game.
    Once upon a time, FF14 didn't have enrage timers, at least not in the same way we have now. When 2.0 was released, the end game consisted of the 3 hard-mode primals (Ifrit, Garuda, Titan) and Coils 1-5. Of those encounters, only Twintania had what we would call a "hard" enrage like is commonly seen nowadays. Everything else either had no enrage (the primals, Coil 4) or a soft enrage (Coils 1 and 2), and in the case of Coil 2, this led to the very real problem of dropping a dps for another healer to ensure a nice, safe, guaranteed clear. This was seen most commonly with the Coil 2 enraged strat, whereby you'd wait for the timer to tick down before engaging the final node and just utilize a combination of tri-healer with BRD MP refresh (via Ballad) to out heal the incoming aoe damage while also avoiding Allagan Rot.

    SE doesn't want that. All of the design decisions that exist in encounters today are done with the idea of enforcing the 2/2/4 tank/heal/dps composition. Tank busters and swap mechanics are there so that you need to bring tanks (i.e. to avoid stuff like solo tank Zurvan/Ravana as was seen a lot in HW). Healers are often the designated jobs to be targeted for a number of key mechanics throughout a fight, many designed specifically to make the life of a healer more difficult (Seiryu's split aoe stack mechanics in the final phase making it impossible to solo heal). Dps are often given their own designated mechanics as well nowadays, so that the measure of a good dps isn't simply how much damage they output, but their ability to do that damage while also juggling the mechanics the fight imposes upon them. But unlike with a tank buster or a big heal check, those mechanics don't *require* a dps to do them. The only thing that can force the requirement of a dps is the one thing that all dps bring over tanks and healers; more damage.

    Lamenting the state of the game in regards to enrage timers will do nothing. They are here to stay, simply because if they weren't then we would run the risk of the playerbase yet again excluding jobs in favor a safer, more certain group comp.
    (2)
    Last edited by Quor; 02-11-2020 at 07:03 AM.
    Quote Originally Posted by DRKoftheAzure View Post
    I still wouldn't do it [double weave oGCD's on GNB] because there is a good chance to mess up the rotation and it can easily cause a wipe because of server ticks.