I think you make a lot of great points here. I think it's important to be very careful about things like buffs in a game with FF14, when aligning buffs is, actually, more important than how well you play your job.
I do think you're underestimating, though, how much moving to this forced two-minute cooldown buff window has already ruined job identity. Ninja lost Trick Attack, its most iconic ability, as its party buff. We get fucking Mug now. What a joke. You don't see as many people complaining about it relative to Samurai because Ninja is, currently, absurdly overtuned, and Ninja has had a rough run all through 6.0, which has nuked the number of overall Ninja players. Sure, Trick is still a personal buff - who cares - and sure, Mug is still a party buff, but now it's the same as Embolden, or Divination.
Trick lined up perfectly with two-minute cooldowns, and added variety for other classes to play around inbetween big burst windows. It raised the skill ceiling for the whole party in a not-insubstantial way.
The thing about two-minute windows is that two minutes is, in terms of a fight a very long time! You might only get three, maybe four burst windows a fight. That's a whole lot of doing nothing before you do the exciting part.
Someone above mentioned bringing in raid buffs that aligned at the minute or two-minute marks, and I'm inclined to agree. Keep Trick on the one-minute cooldown. Maybe another, weaker buff has a 40s cooldown. Maybe a very small buff (single-target?) is up every thirty seconds for a short time, something similar in functionality to Astro cards. Let them all align for that big two-minute burst, but allow skill expression inbetween those buff windows! Maybe a party with a Ninja and Monk has very strong odd minute windows, with slightly weaker two minutes. Maybe a party with Dragoon and Scholar bursts hard at two-minute and three-minute windows. Maybe a party with Astrologian and Bard bursts a little every thirty seconds. I'm throwing out imaginary scenarios here, but the point I'm trying to get across is that I want to live in a world where my rotation might change depending on who I'm grouped with! I love that concept, I do. It doesn't even have to be in a big way -- it could just change the way I pool gauge. Even something like that would be enough -- a bit of spice to add something to doing the same fights over and over.
Jobs can and should align, you're right! But it doesn't have to be like this. We shouldn't have to put a gun to Ninja and myriad other jobs's heads just so that every buff can be on two minutes.
Side note, but a few people now have suggested "just add personal buffs!" for a solution to the downtime issue... is that really something people enjoy? I actively avoid jobs with personal buff because I find they just don't feel exciting...
At the end of the day, I dunno. I think I'd rather take a bit of imbalance for a much more exciting game. I know the playerbase tends to overreact to balance (see: people still locking MCH out of parties...); but we've also had jobs like MCH which are terminally undertuned (and NIN, which was incredibly weak until 6.08) which are still able to clear the content just fine. Does it make it right that these jobs are weak? No, of course not. They can and should be buffed. But I'd take Ninja being bottom of the pack for another patch or two if we got Trick back, and a few patches more if some of the other buffs went on more interesting timers, too.
Hell, even if it's just one-minute and two-minute cooldowns, that's still an improvement over right now.


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