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  1. #1
    Player
    Ultimatecalibur's Avatar
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    Jan 2014
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    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by Tizzy_Tormentor View Post
    God no, I'm actually annoyed the removed the sheer amount of DoTs they already have, I like the satisfaction of multiple DoTs ticking on a target, but then they removed a bunch of them for no real reason and most jobs feel worse because of it, hell look at Scholar, you used to be able to spread 3 separate DoTs onto multiple adjacent targets, now we can't and it sucks. DPS used to have more DoTs than they do now, like Touch of Death, Mutilate, Phlebotomize, Aero III, Lead Shot, Scourge, all fine buttons, removed.
    They removed them for a very good reason: During HW (and even as early as ARR) the shear number of DoTs and debuffs applied at one time by characters participating in 24-man Raids, A-rank/S-rank hunts, and Daidem often exceeded the maximum number of visible debuffs and occasionally exceeded the maximum number of appliable debuffs on a target. Players could not tell if their DoTs/Debuff were up which caused sever losses in dps.

    So the great DoT purge of Stormblood had a very good reason behind it.
    (4)
    Last edited by Ultimatecalibur; 07-22-2020 at 04:21 PM.

  2. #2
    Player
    Roda's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    2,241
    Character
    Roda Tirhaalo
    World
    Balmung
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by Ultimatecalibur View Post
    They removed them for a very good reason: During HW (and even as early as ARR) the shear number of DoTs and debuffs applied at one time by characters participating in 24-man Raids, A-rank/S-rank hunts, and Daidem often exceeded the maximum number of visible debuffs and occasionally exceeded the maximum number of appliable debuffs on a target. Players could not tell if their DoTs/Debuff were up which caused sever losses in dps.

    So the great DoT purge of Stormblood had a very good reason behind it.
    That's an issue with UI design not class design.
    (2)

  3. #3
    Player
    Morningstar1337's Avatar
    Join Date
    Jun 2014
    Location
    Ul'Dah
    Posts
    3,492
    Character
    Aurora Aura
    World
    Exodus
    Main Class
    Thaumaturge Lv 80
    Quote Originally Posted by Roda View Post
    That's an issue with UI design not class design.
    I think there was also the matter of the same number of debuffs crowing out the bosses' own buffs, like say, Cloud of Darkness' invincibility.

    Course I might be misremebering it as said invincibility, IIRC took the form of Stoneskin buffs and like meant there was a damage threshold that must be exceeded before the cloud can be damaged.
    (1)

  4. #4
    Player
    ItMe's Avatar
    Join Date
    Jun 2020
    Location
    Lumsa Lomsa
    Posts
    4,178
    Character
    Iiiiiiiiiiit's Meeeee
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Ultimatecalibur View Post
    They removed them for a very good reason: During HW (and even as early as ARR) the shear number of DoTs and debuffs applied at one time by characters participating in 24-man Raids, A-rank/S-rank hunts, and Daidem often exceeded the maximum number of visible debuffs and occasionally exceeded the maximum number of appliable debuffs on a target. Players could not tell if their DoTs/Debuff were up which caused sever losses in dps.

    So the great DoT purge of Stormblood had a very good reason behind it.
    Quote Originally Posted by Morningstar1337 View Post
    I think there was also the matter of the same number of debuffs crowing out the bosses' own buffs, like say, Cloud of Darkness' invincibility.

    Course I might be misremebering it as said invincibility, IIRC took the form of Stoneskin buffs and like meant there was a damage threshold that must be exceeded before the cloud can be damaged.

    Umm...
    You know that you can go into the settings and TURN OFF other players dots and debuffs, right?
    You can set it to only display yours and the enemys.

    (0)

  5. #5
    Player
    Ilenya's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,508
    Character
    Aurora Vlondett
    World
    Balmung
    Main Class
    Arcanist Lv 100
    Quote Originally Posted by ItMe View Post
    Umm...
    You know that you can go into the settings and TURN OFF other players dots and debuffs, right?
    You can set it to only display yours and the enemys.

    That doesn't actually prevent the issue with the debuff cap FYI.
    (6)

  6. #6
    Player
    Ultimatecalibur's Avatar
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    Jan 2014
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    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by Roda View Post
    That's an issue with UI design not class design.
    It was a UI compromise that was only a problem due to class design. A limit of 48 visible debuffs isn't a problem when each player can only apply 1 or 2 stacking debuffs/dots. It becomes a problem when each class applies 3 or more.

    Quote Originally Posted by ItMe View Post
    Umm...
    You know that you can go into the settings and TURN OFF other players dots and debuffs, right?
    You can set it to only display yours and the enemys.

    That didn't actually do anything (as that option is a client side culling) when the server was not sending you the info on your debuffs/dots. The server only sent out the info on about 48 buffs/debuffs/dots per target (to save on memory use/packet size) while only tracking up to about 100.
    (4)

  7. #7
    Player
    Roda's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
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    2,241
    Character
    Roda Tirhaalo
    World
    Balmung
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by Ultimatecalibur View Post
    It was a UI compromise that was only a problem due to class design. A limit of 48 visible debuffs isn't a problem when each player can only apply 1 or 2 stacking debuffs/dots. It becomes a problem when each class applies 3 or more.
    And the solution to that should be to give a clientside priority to show your dots before even trying to show the rest of the raid's. User's dots = Boss's buffs > trick attack = chain strategium = feint = addle = slow = blind = bind = stun = paralysis > other player's dots. The fact that the game puts every status effect into a bucket and just splashes whatever gets applied first onto those two rows is definitely a ui issue.
    (1)

  8. #8
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
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    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by Roda View Post
    And the solution to that should be to give a clientside priority to show your dots before even trying to show the rest of the raid's. User's dots = Boss's buffs > trick attack = chain strategium = feint = addle = slow = blind = bind = stun = paralysis > other player's dots. The fact that the game puts every status effect into a bucket and just splashes whatever gets applied first onto those two rows is definitely a ui issue.
    The UI pretty much does that as the client parses your debuff/dots and the target's buffs/debuffs to take priority to visualize. The client can not display any info that it doesn't receive. The problem was that the server wasn't and doesn't send the full list of all buffs/debuffs/dots if it exceeds a certain limit. The server only sends you something like the first 48 buffs/debuffs/dots on the target even when it actually has 49+ buffs/debuffs/dots on it. If your debuff/dot ends up in position 49+ on the list no one is seeing it.
    (1)
    Last edited by Ultimatecalibur; 07-23-2020 at 08:20 PM.