Very good players are capable of internalizing the AF/UI timers, and that's the skeleton of my argument.
Practice and repetition will allow anyone to do the same, and that's important from the perspective of feeling rewarded by achieving mastery.
Some players don't want everyone to be able to play BLM well. Actually, if you haven't practiced the job, I *want* you to not be good at it, and for it to be hard for you. The idea of the "good black mage" would be diminished by making it easier, and that's what removing the timers would do. The community knows there's a HUGE difference between good and bad BLMs, and some of us like it that way. Very good BLMs always leave contingencies for when certain unpredictable attacks force them to move. Muscle memory can only take you so far on BLM, and very good BLMs make the most of it. There's a lot of risk/reward calculation.
As a person who cannot play BLM well, I enjoy finding "good black mages" and respect them. The difficulty in mastering BLM is knowing the entire choreography of encounters and where and when to plant themselves. They require the party to adjust to them more than any other DPS, for example, standing away from them to prevent baiting AoEs onto them. Most BLM mains enjoy taking on this challenge. The reward for top level BLM has consistently been the highest rDPS of any job at most points in the lifecycle of the game, and the timers have been an integral part of this risk/reward structure.
There is no way for top level BLM play to remain unchanged if you remove the AF/UI timers. It WILL become easier. When the risk isn't there, the reward isn't as sweet. Not to mention the classical justification for why their damage has traditionally topped the charts, would no longer be there. They'd need to forfeit that. You'd need to add another layer of difficulty, not merely some changes that make their optimal rotation continue to exist in an identical state. I have an idea for this: something like a 15s oGCD that gives them a buff that allows them to double the cast time of their next spell in exchange for tripling its potency. Beginning a cast will consume the buff. Canceling the cast forfeits the buff.
Now I don't necessarily agree with the timers from a job-fantasy perspective. I also don't like how fire spells are always your best strongest elemental spells and how they work against fire enemies, etc. FFXIV BLM is weird like that thematically, but I think it's justified by the gameplay design.
If you're willing to consider adding some extra risk/reward to the BLM gameplay loop, I'd be willing to replace AF/UI timers with it. But the crux of my position is this: BLM is challenging at the top level. The timers are an integral part of that. Removing them will remove obvious and subtle gameplay challenges that are opportunities for skill expression. It will bridge the gap between average players and experts, that's not debatable, and that's the opposite of what we want.

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