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Thread: gimme dots

  1. #1
    Player
    Bacon4Makin's Avatar
    Join Date
    Feb 2019
    Location
    Gridania
    Posts
    35
    Character
    Rohan Newbery
    World
    Malboro
    Main Class
    Warrior Lv 90

    gimme dots

    I'm having a withdrawl, dot haters, please stop thinking about yourselves. I just want one class with at least 2 dots and at least one ability that interacts with them (e.g. fester, sidewinder). I don't mind which class it is, I just need dots
    (24)

  2. #2
    Player
    Tizzy_Tormentor's Avatar
    Join Date
    Sep 2014
    Location
    Gridania
    Posts
    627
    Character
    Tizzy Tormentor
    World
    Omega
    Main Class
    Machinist Lv 100
    I sometimes think back to when SMN/SCH had like 5-6 DoTs to manage and I loved it, I find DoT upkeep to be really engaging. It's a shame they are eager to kill off as many as possible, the most any one job has now is a grand total of two and the "management" is a single button, hell we don't even have a skill like Bane that spreads them anymore, which feels...wrong.
    (14)

  3. #3
    Player
    Ultaniku's Avatar
    Join Date
    Jan 2014
    Location
    Gridania
    Posts
    418
    Character
    Jojo Ryder
    World
    Famfrit
    Main Class
    Warrior Lv 97
    I’m hoping for a job that utilizes dots now since they were taken away from most jobs that use them. I want a job that dots are the base and need to be interacted with. Don’t think we’ll get it but I can still want it. I very much like DoT jobs.
    (3)

  4. #4
    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)

  5. #5
    Player
    Canadane's Avatar
    Join Date
    Jul 2011
    Location
    Limsa Lominsa
    Posts
    7,482
    Character
    King Canadane
    World
    Hyperion
    Main Class
    Sage Lv 100
    PLD gets three DoTs!
    (1)

    http://king.canadane.com

  6. #6
    Player
    Equitable_Remedy's Avatar
    Join Date
    Oct 2020
    Posts
    917
    Character
    Eristede Kell
    World
    Sargatanas
    Main Class
    Ninja Lv 100
    Quote Originally Posted by Bacon4Makin View Post
    gimme dots
    I came in thinking that we were talking about Dippin' Dots.

    Thread did not deliver.
    (4)

  7. #7
    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.

  8. #8
    Player
    Hysterior's Avatar
    Join Date
    Jun 2012
    Location
    Ul'dah
    Posts
    2,439
    Character
    Larek Darkholme
    World
    Gilgamesh
    Main Class
    Sage Lv 100
    I do miss early 2.0 dots on SCH
    (4)

    Larek Darkholme @ Ragnarok

  9. #9
    Player
    Adeacia's Avatar
    Join Date
    Nov 2016
    Posts
    588
    Character
    Adeacia Lightheart
    World
    Adamantoise
    Main Class
    White Mage Lv 90
    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.
    I had this exact problem in Eureka. Too many debuffs on the NM so my DoTs wouldn't land.
    (0)

  10. #10
    Player
    Grimoire-M's Avatar
    Join Date
    Dec 2015
    Posts
    987
    Character
    Grimoire Mogri
    World
    Hyperion
    Main Class
    Alchemist Lv 90
    Imo the way to solve the 'Debuffs take up too much space' problem with DoTs is to make one that's self-stackable. X Potency per Y stack every tick over Z seconds. You can have the cheater instant-stack cooldown on a super short duration to emulate Tri-Disaster and even build in the Iron Jaws refresh and Huton extension mechanics automatically into the base spell. And not only does it open up manipulating the stacks AND the duration you have for burst, you're actively encouraged to do so in SE's case, because the potency it gets and number of times it stacks is going to be something people want you to increase as you upgrade the skill but snapshotting is something they're not gonna fix. Since it'll do a significant portion of filler damage and XIV's engine holds all your raid buffs together, you'll want to make a burst phase that lasts around 25s that forces you to spend and reapply those stacks repeatedly to ensure it doesn't get full uptime with certain bonuses. Not that that's a bad thing, but it's something SE would do if they're going to do something like this to a meaningful degree.

    The only downside, and it is a downside, is you don't get to see a flurry of debuffs on one enemy. But that's the thing XIV's trying to stop to begin with, so I think we can let that one slide if they did something else interesting with it.
    (2)
    Petition Thread for "Playable Loporrits": https://forum.square-enix.com/ffxiv/threads/436512-Make-them-Playable-You-Cowards
    Are You Happy with the Endwalker Healer Reveal? - Poll: https://strawpoll.vote/polls/2e6mxhnx/vote - Thread: https://forum.square-enix.com/ffxiv/threads/443437-Poll-Are-You-Happy-with-the-Healer-Kit-Reveal-for-Endwalker

    Mechanics are Aesthetics. Graphics don't make interesting gameplay.

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