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Thread: gimme dots

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  1. #1
    Player
    SpeckledBurd's Avatar
    Join Date
    Oct 2016
    Location
    Ul'dah
    Posts
    708
    Character
    K'ahli K'uhla'tor
    World
    Balmung
    Main Class
    Monk Lv 100
    IIRC the reason they started moving away from DoTs and other effects for gameplay is because 1.0 spaghetti code makes it incredibly easy for those jobs to be broken in 24-mans, world bosses, and especially in Eureka/Bozja like content. Enemies can only have a certain number of debuffs inflicted on them and anything over that number simply fails to apply. It really hamstrung jobs that use DoTs and weakened any skills they used that required both dots being on a target to work.
    (2)

  2. #2
    Player
    VentVanitas's Avatar
    Join Date
    Feb 2020
    Posts
    676
    Character
    Seiko Hanamura
    World
    Kujata
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by SpeckledBurd View Post
    IIRC the reason they started moving away from DoTs and other effects for gameplay is because 1.0 spaghetti code makes it incredibly easy for those jobs to be broken in 24-mans, world bosses, and especially in Eureka/Bozja like content. Enemies can only have a certain number of debuffs inflicted on them and anything over that number simply fails to apply. It really hamstrung jobs that use DoTs and weakened any skills they used that required both dots being on a target to work.
    There are ways for there to be DoT attacks without counting as a debuff, such as passive effects/entities like turrets/Esteem or ground based AoEs. I'm positive there are other methods I have not thought of either that plays around with the limitations of the engine as well. I think the bigger problem about a potential DoT job may be a bit more disappointing though, something as simple as SE not wanting to make a job that has people thinking "I can't see my numbers so I don't know if I'm doing well" perhaps.
    (3)
    Last edited by VentVanitas; 03-02-2022 at 06:09 PM.