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  1. #1
    Player
    Skiros's Avatar
    Join Date
    Jul 2021
    Posts
    617
    Character
    Drake Drakon
    World
    Jenova
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Oopsy View Post
    Maybe they should design fights that actually encourage people to not care as much about efficiency then.

    Currently the Savage encounters feel like they're catering 100% to FFLogs parsers who chase efficiency over all else.

    Fights where you can safely and smoothly get 100% melee uptime, even in mechanics such as Act 2, when they explicitly designed the AoEs to just so give the player a narrow cone wherein they can be max melee from the boss... feels to me to be catering towards the FFLogs parsers.

    Stormblood raid design forced enough downtime that people actually cared much less about parsing then because you would need to adjust a LOT of strats to get that uptime. Right now on P4S the only thing you do different is Act 2 for uptime.

    It's best for both worlds back then (minus the LB cheese IMO) because parsing actually felt like another difficulty mode where you intentionally use janky strats or eat more damage to get higher numbers. And because it's not quite possible to get high numbers (99+) consistently during a weekly with downtime strats and without the proper comp back then parsing wasn't such a huge deal.
    (19)
    Last edited by Skiros; 05-16-2022 at 12:07 PM.

  2. #2
    Player
    Ath192's Avatar
    Join Date
    Jul 2019
    Posts
    1,859
    Character
    Aries Helle
    World
    Excalibur
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Skiros View Post
    Maybe they should design fights that actually encourage people to not care as much about efficiency then.

    Currently the Savage encounters feel like they're catering 100% to FFLogs parsers who chase efficiency over all else.
    I agree they need to design content with random mechanics that force downtime on random players. That way people won’t be able to validate their scores because obviously players who didn’t have to deal with a certain mechanic forced on them would always do more damage. The goal should be to foster teamwork and clear fights. Not to have fights designed to be giant target dummies you can hit with no downtime if you know where to move at X moment in the fight.
    (11)