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  1. #1
    Player
    Sylve's Avatar
    Join Date
    Aug 2013
    Posts
    1,679
    Character
    Lyote Sharaia
    World
    Hyperion
    Main Class
    Sage Lv 90
    Quote Originally Posted by Billythepancake View Post
    Sounds miserable to me. I hate RNG with a passion, I'd rather not have my parse/clear be up to whether or not the boss decides to screw me over by just "lmao punch the monk right before a raidwide"
    I already addressed that with the following line in the original suggestion:

    Quote Originally Posted by Sylve View Post
    It'd be fine to keep some of the scripted damage since fights need to be learnable and not subject to RNG wombo combos
    Even something as light as a Raidwide wont be used for 5~ seconds after using a random damage shot on the party would both prevent wombo combos and also, over time, cause cooldowns to no longer perfectly align with every hit that the party takes.

    Your Healer would be responsible for topping you up before a raidwide KOs the aforementioned Monk. God forbid a Healer have to pay attention and spend some GCDs to make sure no one is in danger.

    I want Healers to respond dynamically in a fight, not on a timer with an alarm bell that rings every 45 seconds and politely requests that the resident WHM press their Assize button.
    (4)

  2. #2
    Player
    Lilseph's Avatar
    Join Date
    Mar 2011
    Posts
    1,461
    Character
    Shadow Link
    World
    Mateus
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Sylve View Post
    Even something as light as a Raidwide wont be used for 5~ seconds after using a random damage shot on the party would both prevent wombo combos and also, over time, cause cooldowns to no longer perfectly align with every hit that the party takes.
    I think what they're trying to say is that RNG stuff like that severely limits the encounter design. A lot of rules would have to be placed on that random damage aspect so it doesn't interfere with other mechanics. Else you get fights similar to T1's Caduceus where all it does is tank buster occasionally and spit poison at random players. At that point, it just turns into predictable damage and we're back to square one.

    Quote Originally Posted by Sylve View Post
    I want Healers to respond dynamically in a fight, not on a timer with an alarm bell that rings every 45 seconds and politely requests that the resident WHM press their Assize button.
    I genuinely think that you should give the Ultimates a try! A lot of what you're asking for already exists in those fights, so it might be worthwhile to give it a shot.
    (3)

  3. #3
    Player
    Granyala's Avatar
    Join Date
    Sep 2014
    Posts
    1,635
    Character
    Ifalna Sha'yoko
    World
    Cerberus
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Lilseph View Post
    I genuinely think that you should give the Ultimates a try! A lot of what you're asking for already exists in those fights, so it might be worthwhile to give it a shot.
    Yes, I'm sure Ultimates are great. But what about the rest of the game?
    Of course I don't expect or want savage compexity, speed requirements and difficulty in content that is typically done by uncoordinated groups.
    But -a little- more danger should be in the cards, no? A little more incoming damage. Not feeling as if I outgear a brand new dungeon to the point of total triviality would be nice.

    If content was a bit meaner, we would heal more. Add a few more DPS toys to move away from the "mash [1] for 28 seconds, then refresh your DoT" and it would be perfect.

    Quote Originally Posted by GrimGale View Post
    If all healers had a somewhat engaging kit to fill up said time, such as AST with card-play (Or at least a satisfying iteration of card-play), the one-button spam would not be so jarring.
    That's an interesting alternative to consider. Instead of mashing a DPS button, we would build up group support. Hmm... I like it!
    (7)

  4. #4
    Player
    Lilseph's Avatar
    Join Date
    Mar 2011
    Posts
    1,461
    Character
    Shadow Link
    World
    Mateus
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Granyala View Post
    But what about the rest of the game?
    But -a little- more danger should be in the cards, no? A little more incoming damage.
    Generally those kinds of mechanics and damage thresholds are sectioned off for a reason. Particularly with incoming damage because the Devs have to always balance that so that it's possible to complete with the set minimim ilvl (see: that bug with Mog King and Memento Moogle). Tbh, I don't think people would enjoy running a dungeon that forces you to min ilvl as a daily roulette.

    Quote Originally Posted by Granyala View Post
    If content was a bit meaner, we would heal more.
    Not necessarily. Healing has always had that inherent flaw. If incoming damage necessitates spamming the Tier 1 Cure to keep the tank alive, then there isn't enough incoming damage to warrant spending GCDs using it. Regen and oGCDs handles that way more efficiently and with fewer button presses. If incoming damage necessitates both healers spamming AoE heals to keep the party alive, then you have TEA's Judgement Formation with both healers bottoming their MP within 45 seconds. Healing in this game just isn't built for sustained constant healing.

    Quote Originally Posted by Granyala View Post
    Add a few more DPS toys to move away from the "mash [1] for 28 seconds, then refresh your DoT" and it would be perfect.
    I'm all for this just to break the monotony lol.
    (6)