Page 3 of 9 FirstFirst 1 2 3 4 5 ... LastLast
Results 21 to 30 of 87
  1. #21
    Player
    DPZ2's Avatar
    Join Date
    Feb 2015
    Posts
    2,613
    Character
    Dal S'ta
    World
    Gilgamesh
    Main Class
    Bard Lv 97
    Quote Originally Posted by Ralph2449 View Post
    I was more thinking utility that can be beneficial to you and less buffing others.
    For some examples:
    -Having a strong heal cd that 30% +16% hot can help if there's some big burst and healer is unable to heal everyone fast enough so you survive because of your heal cd instead of depending completely on a healer aka another person, and I know melee get second wind but the heal feels kinda small compared to almost half your health heal.
    -If you ever have trouble with mobs or pulled two much being able to cc one, mass root or mass slow can be extremely useful for kiting until cds come back up
    -If you happen to be fighting a mob that has some type of enrage/buff you could dispel while soloing places like bozja or potd
    -And in group utility like that is always useful, tank pulled 2 much and cant handle? A mass root/slow can give them enough time to survive, healer used their dispel already you can use yours etc, all these are very different than just being a bottom buffer so they feel more impactful cuz you are making a difference at that moment.
    If you're talking about open world mobs, etc., the answer is Level Up Your Chocobo Companion.
    You can get a nice regen and periodic heals from Chocobo as Healer.
    You can get a nice tank to draw aggro from Chocobo as Tank.
    You can get assistance taking down group mobs from Chocobo as DPS.

    With enrage, you either beat the timer or you don't. Imagine the power of a job if it had the ability to reset or delay the enrage timer in a boss fight. Now imagine not being able to use that power if you can do so in non-group content.

    All of the 'roots' that various DPS have are nullified by AoE attacks -- and with mobs of attackers, you should be using them constantly.

    As an aside, Bard has 'roots', 'slows' and 'dispel', as well as buffs -- all at the cost of some of the lowest DPS of any job.
    (1)

  2. #22
    Player
    Rymi64's Avatar
    Join Date
    Dec 2020
    Posts
    299
    Character
    Ren Crowe
    World
    Faerie
    Main Class
    Dark Knight Lv 90
    technically all the physical dps have a slow with arms length and all the physical ranged have a heavy and bind.
    (2)

  3. #23
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,865
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Ralph2449 View Post
    I mean you could make the same argument for WoW, if half the dps players never use their dispel abilities even though it can benefit them then should they remove an entire mechanic from the game because of that?
    Logically, no.

    But, historically, in XIV? That does seem to be the logic.

    Heck, all it'd take is a forth of players not using a given tool to warrant removing any and all related mechanics. Unless it's a Quick Time Event, of course. Because those are "fun" even if we don't understand how.
    (Granted, there was only one dispel-enemy-buff effect, Monk's One-Ilm Punch, and it only saw use on a couple bosses and some key mobs before it was turned into a stun that neither respected nor incurred Diminishing Returns and was then removed. ...Well, that and it caused its own brand of counterplay in PvP that made otherwise bloat skills like Protect actually seem useful, if only for slowing how quickly a Monk could rip your damage CDs off you.)
    (1)

  4. #24
    Player
    Recon1o6's Avatar
    Join Date
    Sep 2016
    Posts
    1,296
    Character
    Avarnia Corthal
    World
    Adamantoise
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Shurrikhan View Post
    Logically, no.

    But, historically, in XIV? That does seem to be the logic.

    Heck, all it'd take is a forth of players not using a given tool to warrant removing any and all related mechanics. Unless it's a Quick Time Event, of course. Because those are "fun" even if we don't understand how.
    (Granted, there was only one dispel-enemy-buff effect, Monk's One-Ilm Punch, and it only saw use on a couple bosses and some key mobs before it was turned into a stun that neither respected nor incurred Diminishing Returns and was then removed. ...Well, that and it caused its own brand of counterplay in PvP that made otherwise bloat skills like Protect actually seem useful, if only for slowing how quickly a Monk could rip your damage CDs off you.)
    sadly, they don't apply that logic equally either. The idea of underused mechanics is you make them MORE useful not less and improve the gameplay.
    Plus SE has a habit of deleting stuff players do that they don't like. Otherwise they'd have removed more heals from healers and give us dps actions and utility. *sigh*

    how many players do you know that use feint and addle? Players used a lot of cc in early arr. I remember feint being on my hotbar for ifrit as a drg. That slow was a massive help for eruptions and radiant plume back in the days of poor ping.

    Regarding dps utility, really each one needs a position on the scale of "personal damage" and "raid damage" however, outside of damage, there is plenty more utility that should be used that was cut over the years. Crowd control, status effects, dispels etc
    But its no good having these effects when enemies and bosses just ignore them and/or the opportunity cost is too high like one ilm punch was. If players can't use the tools, then of course they are going to ignore them.
    There's got to be a balance and its one that's worth the trouble to find
    (0)
    Last edited by Recon1o6; 07-21-2021 at 05:43 PM.

  5. #25
    Player
    AnotherPerson's Avatar
    Join Date
    Mar 2020
    Posts
    1,209
    Character
    Cain Andleft
    World
    Malboro
    Main Class
    Red Mage Lv 100
    Technically speaking, all physical melee DPS do have 'utility', it's just some has more than others depending whether they're selfish DPS (utility focused on themselves to put less pressure on the party) or a DPS that supports the party.

    Arms Length = Slow enemies when hit / cannot be knocked back.
    Feint = Physical Damage down on enemy.
    Low Blow = Stun.
    Second Wind = Self Heal.
    Bloodbath = Lifesteal.

    Most of the time, people just don't use arms length or Low Blow for regular content since people expect the tanks to get aggro first. You actually do get usage out of Low Blow since you can stun most enemies from casting (which can lead to a very strong skip in Castrum when the 3 stuns are timed perfectly), but it's not usable against most end bosses. Actually, most people just use arms length for the preventative knockback later on instead. Arms length and Bloodbath can prevent a wipe if the DPS can do good AoE burst damage in a dungeon pull because you'd be able to act as a temporary tank with the amount of sustain you get from the two skills. Not necessarily utility for the party, but utility to survive a wipe while the healer is busy raising the tank.

    Each individual DPS's utility in their toolkit:
    Ninjas giving trick attack (damage up towards a target). A bind on an enemy (which is rarely used since bind is pretty much garbage).
    MNK giving Brotherhood (Party damage buff and self buff).
    DRG giving Dragon sight to one ally, Battle Litany (party crit support skill)
    SAM - Selfish DPS, all support goes to doing more DPS, unless they use Merciful eyes.

    All physical ranged DPS have:
    Arms Length = slow enemies when hit / cannot be knocked back..
    Head Graze = Interrupt
    Foot Graze = Bind enemy
    Leg Graze = Apply Heavy on enemy.
    Peloton = Out of Combat Movement speed up.
    Second Wind = Personal Heal.

    Physical ranged DPS have a lot of utility, it's just not all are applicable for most content. Most of the time, people are pulling multiple enemies and a Bind isn't as useful unless you're doing something like Min ILV coils and you need that bind to help kite an enemy since your healer slightly lagging behind in healing output. Naturally, people just don't use them for that reason since it's faster to just kill the enemies in one go as the effects are very minimal. Instead, physical ranged DPS usually have their own support utility in their own toolkits.
    Dancers have a dance partner who they can superbuff in damage, as well as an AoE buff in Technical Finish.
    Bards have their music to give a partywide support buff, an Esuna (Warden's Paean), and a healing support skill (Nature's Minne).
    Machinist is a selfish DPS so their utility is just to support their own damage (reassemble). All physical ranged supports do have a party-wide damage mitigation tool though.

    All magical DPS have:
    Addle - Magic damage down on enemy.
    Swiftcast - next spell is instant cast.
    Lucid Dreaming - Restores MP to self over time.
    Surecast - Unable to interrupt cast from most attacks/cannot be knocked back

    Then the magical DPS also have their own niches:
    Black mages have a secondary CC skill in the form of AoE Sleep. However, they don't need to use it for the most part since damage wakes the enemies up, and they're all about giving as much damage to the group as possible. It's a more niche usage that doesn't pop up anymore... unless your tank dies and you have to sleep the adds so the healer can raise. Note the DPS who continues to attack will break the sleep so... use at your own discretion. They have manaward for personal shield utility.

    Summoners have a resurrection action utility + Phoenix at lv 80 which applies a Heal over Time buff to allies 15 yalms in range, but you usually trigger this automatically in the rotation. They do have their own shield skill if they have to cast it to get an HP buffer if they have to spend some time hardcasting a ress to the dead healers. Other times, they can use swiftcast into a ress.
    Red mages have Embolden - a DPS support utility to the party, a healing spell - Vercure, and have one of the strongest resurrections abilities - verraise, thanks to their dualcast trait.
    For both summoners and red mages, Lucid Dreaming is there to help with MP from excessive raises.



    So there is a good amount of utility, but a lot of it is centered around non-optimal situations. In an optimized environment, you generally won't need these extra utility skills as your healer can heal through the damage, unless you're doing Min ILV or high-end content (where every job has the responsibility to help mitigate incoming damage to survive the encounter).
    (1)
    Last edited by AnotherPerson; 07-21-2021 at 05:53 PM.

  6. #26
    Player Anhra's Avatar
    Join Date
    Sep 2020
    Location
    Ul'dah
    Posts
    824
    Character
    Anhra Nefaris
    World
    Omega
    Main Class
    Scholar Lv 90
    I don't see a Problem in certain Jobs not having any utility at all. Not only can this contribute towards creating a specific playstyle identity, it also gives room to create a certain synergy if, for example, the "no utility dps" gets paired up with another job, that does really bad dmg and maybe even dies quickly, but has utilities that can even up thr "weaknesses" the former has.
    (2)

  7. #27
    Player
    Payadopa's Avatar
    Join Date
    Mar 2011
    Posts
    2,336
    Character
    Payadopa Astraya
    World
    Spriggan
    Main Class
    Conjurer Lv 71
    Quote Originally Posted by AnotherPerson View Post
    -snip-
    Most of your examples are something I wouldn't call good utility. Stun almost never works, Second Wind and Bloodbath are pretty much the same thing only BB isn't useless, damage down abilities are just boring, and do you even remember the last time people used heavy and bind unironically or outside of Eureka/Bozja?

    It's one thing if you prioritise balance over interesting design (or fun..), but saying we have good utility is not true.

    And the same can be said about the fluff abilities that you press every 90 or so seconds that make your DPS go up by X%. Very shallow.
    (2)

  8. #28
    Player
    Acelyn's Avatar
    Join Date
    Jul 2018
    Location
    Ul-dah
    Posts
    124
    Character
    Acelyn Abattoir
    World
    Lamia
    Main Class
    Red Mage Lv 100
    What's so bad about some dps jobs not having extra utility, shouldnt there be some differences?

    maybe some players really want to just mow down enemies, let em, i main rdm and yes i wait for my time to shine but also if no one dies at a bad time i'm fine.

    i'm also one of those who just doesn't want the extra stress that comes with support, that's why I choose damage classes
    (1)

  9. #29
    Player
    AnotherPerson's Avatar
    Join Date
    Mar 2020
    Posts
    1,209
    Character
    Cain Andleft
    World
    Malboro
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Payadopa View Post
    Most of your examples are something I wouldn't call good utility. Stun almost never works, Second Wind and Bloodbath are pretty much the same thing only BB isn't useless, damage down abilities are just boring, and do you even remember the last time people used heavy and bind unironically or outside of Eureka/Bozja?

    It's one thing if you prioritise balance over interesting design (or fun..), but saying we have good utility is not true.

    And the same can be said about the fluff abilities that you press every 90 or so seconds that make your DPS go up by X%. Very shallow.
    What do you classify as good utility that doesn't break boss mechanics entirely and render them to a tank and spank?

    Honestly curious, because from what I've seen in normal content, most people don't even use the good utility given to them (addle/feint) on bosses unless they feel like they're goanna die, and anything like Holmgang's original effect can interrupt a boss's cast by pulling them away changes the fight too much.
    (1)

  10. #30
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,865
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by AnotherPerson View Post
    What do you classify as good utility that doesn't break boss mechanics entirely and render them to a tank and spank?
    You realize a fight that does makes no use of utilities is the very same tank, spank, and DDR?

    Honestly curious, because from what I've seen in normal content, most people don't even use the good utility given to them (addle/feint) on bosses unless they feel like they're goanna die
    Because in most cases it has too little effect to even reduce healing requirements by a single GCD... If it's going to make literally no difference at present, but it could in the future, why would you put it on cooldown?

    and anything like Holmgang's original effect can interrupt a boss's cast by pulling them away changes the fight too much.
    Let's not base expectations towards any and every utility on a single oversight attached to a single outlier (which, btw, was still virtually never useful).
    (2)
    Last edited by Shurrikhan; 07-26-2021 at 12:06 PM.

Page 3 of 9 FirstFirst 1 2 3 4 5 ... LastLast