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  1. #21
    Player
    TabrisOmbrelame's Avatar
    Join Date
    Oct 2017
    Posts
    511
    Character
    Relnoria Thelysea
    World
    Moogle
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Panthurrr View Post
    snip
    I think it depend on the type of mistakes. Is it a rotation mistake ? Is it a mecanics mistake (Inducing Damage down for 30 sec or a death penalty for almost 90 sec ) ?

    Making a mistake into a rotation isn't as bad as a mecanics mistake that would cost much more DPS and damage.

    But balancing savage fight is made by taking into account that player want a challenge. Extreme is a end-game difficulty for people who are not interested at all into the savage. Savage (and Ultimate) are High-end difficulty content were mistakes may cost you a run.

    Not easy to balance for some average play, and even then, what is an average play ? This definition will be different for every person. It's too abstract
    (0)

  2. #22
    Player
    LittleImp's Avatar
    Join Date
    May 2019
    Posts
    1,204
    Character
    Lil Imp
    World
    Goblin
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Panthurrr View Post
    What distinguishes average play from making mistakes in rotations? I would think average play is equivalent to making mistakes.
    For my own job, I would define 'Average play' as playing the bog standard loop regardless of the encounter, and not really making super serious attempts to optimize the jobs kit around the fight. A more concrete example would be something like missing an entire usage of Requiescat because a player chooses to play 'standard' instead of using an opener like -18s or -4s fof that gives them more value in a phase.

    On the other hand, an optimized player making a rotational mistake is something like accidently drifting your damage buff by a GCD, or clipping something in a way that denies you an extra GCD before the boss jumps away.
    (0)

  3. #23
    Player
    CaptainLagbeard's Avatar
    Join Date
    Aug 2013
    Posts
    2,312
    Character
    Rhaya Jakkya
    World
    Odin
    Main Class
    White Mage Lv 100
    On the topic of Paladin...

    PLD in EW feels like it's in an extremely weird position... As Holy Spirit and the Confetior combo are spells and completely unaffected by Skill Speed, using 4 Holy Spirits and the combo they always take up 20 seconds of your 25 second Fight or Flight so it essentially becomes your entire burst window. Maybe fitting in 2 of your 3 Atonements at the start, as using the 3rd one would make Fight or Flight end before Blade of Valor...

    Also, with how Fight or Flight shares the same 60s CD with Requiescat, and as there's no reason to not use both at the same time, they might as well just become one skill...


    And if they want Sustained DPS to be good, make fights with that in mind. If a class is "bad" because their specialty is dealing sustained DPS rather than bursting, that's a problem with encounter design rather than class balancing.
    (0)

  4. #24
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    4,000
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by CaptainLagbeard View Post
    [...]Also, with how Fight or Flight shares the same 60s CD with Requiescat, and as there's no reason to not use both at the same time, they might as well just become one skill...
    Why would you want to use both at the same time? FoF only buffs PLD's physical attacks. Holy Spirit/Circle, Confiteor, and all Spellblades aren't affected.
    (0)

  5. #25
    Player
    CaptainLagbeard's Avatar
    Join Date
    Aug 2013
    Posts
    2,312
    Character
    Rhaya Jakkya
    World
    Odin
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Rein_eon_Osborne View Post
    Why would you want to use both at the same time? FoF only buffs PLD's physical attacks. Holy Spirit/Circle, Confiteor, and all Spellblades aren't affected.
    Does it not affect them? I haven't done any deep testing so I am not certain, and if it doesn't I guess I am in the wrong on that one.
    (0)

  6. #26
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    3,065
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by CaptainLagbeard View Post
    Does it not affect them? I haven't done any deep testing so I am not certain, and if it doesn't I guess I am in the wrong on that one.
    FoF only works on physical damage, Holy Spirit, Confiteor and your entire Blade combo are all magic damage so Fight or Flight does literally nothing for them.


    The way paladin is set up is that you alternate between your buffed physical dps phase and your buffed magic dps phase, with 1 unbuffed physical combo afterwards before it repeats.
    It doesn't really have a burst phase and is one of the very few remaining sustain dps jobs, although their magic phase deals quite a bit more damage than their physical phase.
    (1)
    Last edited by Absurdity; 09-16-2022 at 03:40 AM.

  7. #27
    Player
    localareanetwork's Avatar
    Join Date
    Feb 2021
    Location
    Forgotten Springs
    Posts
    262
    Character
    Local-area Network
    World
    Cactuar
    Main Class
    Samurai Lv 100
    Quote Originally Posted by CaptainLagbeard View Post
    On the topic of Paladin...

    PLD in EW feels like it's in an extremely weird position... As Holy Spirit and the Confetior combo are spells and completely unaffected by Skill Speed, using 4 Holy Spirits and the combo they always take up 20 seconds of your 25 second Fight or Flight so it essentially becomes your entire burst window. Maybe fitting in 2 of your 3 Atonements at the start, as using the 3rd one would make Fight or Flight end before Blade of Valor...

    Also, with how Fight or Flight shares the same 60s CD with Requiescat, and as there's no reason to not use both at the same time, they might as well just become one skill...


    And if they want Sustained DPS to be good, make fights with that in mind. If a class is "bad" because their specialty is dealing sustained DPS rather than bursting, that's a problem with encounter design rather than class balancing.
    even though it's "weird", it's pretty disheartening to know that they're intent on reworking Paladin to be cookie cutter and less unique
    (1)

  8. #28
    Player
    ForteNightshade's Avatar
    Join Date
    Oct 2013
    Location
    Limsa Lominsa
    Posts
    3,661
    Character
    Kurenai Tenshi
    World
    Cactuar
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Atelier-Bagur View Post
    I'll be honest, I still dont get the technical details even after reading this document. Which is due to me being super casually oblivious to the meta of this game as all I care about is if the job feels "fun" to play rather than numbers.

    But from what I understand is that every job is being homogenized with 2 minute burst damage windows which is bad/less fun? or something like that so the balance is kinda wack.

    Anyway Im interested to see how SE responds to this since Im also seeing these complaints beyond the usual forum whining so thats GOT to warrant some actual issue being at play here.
    To try and summarize it succinctly: Because every job now aligns buffs at two minute intervals, these windows cause monumental swings in damage. This is compounded by the devs' new obsession for Direct Hit, Crits which also occur in that window. If RNG isn't kind to you during during these windows, you can deal noticeably less damage than another player of the exact same skill, performing in the exact same way. We essentially have no control over our damage output.

    While damage variance and RNG have always existed. The impact was balanced by having raid buffs spaced out across different timed intervals. Crit variance was also nowhere near this massive, partly because Direct Hit didn't exist nor was either guaranteed. In an effort to homogenize everything for ease of balance and accessibility, they've actually made balancing the worst it has ever been in the last six years. Even from an accessibility perspective, it doesn't work because players misaligning buffs will have a much bigger loss than they would have in say, Stormblood.
    (9)
    "Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
    "The silence is your answer."


  9. #29
    Player
    Rilifane's Avatar
    Join Date
    Oct 2015
    Posts
    1,580
    Character
    Esther Harper
    World
    Zodiark
    Main Class
    Scholar Lv 90
    Quote Originally Posted by CaptainLagbeard View Post
    And if they want Sustained DPS to be good, make fights with that in mind. If a class is "bad" because their specialty is dealing sustained DPS rather than bursting, that's a problem with encounter design rather than class balancing.
    No, it's a problem with class balancing and how buffs work.
    Encounter design doesn't punish sustained dps more than burst dps; SE would need to design encounters so that they frequently force you to lose uptime outside of burst windows while having easy uptime during burst windows but they don't. Sustained damage being less attractive than burst damage stems from class design and how buffs work, not from encounter design.

    Let's say two players deal exactly 1.000 damage over 2min.
    One does it by sustained damage output which stays fairly even over the 2min.
    One does it by dealing 500 damage outside burst and then the remaining 500 during a 15s burst window.
    Raid buffs can easily turn this 500 damage into 665 damage with 3 generic "increases damage by 10%" buffs while the one with sustained damage may only get 50 additional damage.
    Now what's more attractive: 1265 damage or 1050 damage?

    It was far easier to balance burst dps vs sustained dps when we had raid buffs on different timers because people with sustained dps could strew in a strong skill here and there under every buff while burst dps classes might have missed a 60s or 90s window with their strong skills but had more for 2min buffs. Now with burst dps getting exponentially stronger with the streamlined 2min buffs, sustained base dps has to be inherently higher than burst base dps because nobody with buffs profits from it.
    Case in point: PLD.
    A DRK has an opener burst that is so strong, it has highest melee card priority. Even above NIN which is known for having some insanely high burst. And since it's impossible to run a 0 buff comp unless you're taking either dbl SAM, dbl BLM or dbl MCH, you will have buffs. Several of them even.
    (3)

  10. #30
    Player
    Deceptus's Avatar
    Join Date
    Sep 2013
    Location
    The Goblet - 16th Ward, Plot 55
    Posts
    4,418
    Character
    Deceptus Keelon
    World
    Behemoth
    Main Class
    Sage Lv 90
    Quote Originally Posted by Zheph
    So what is my proposed solution? Honestly, just go back. Revert buffs to their original unique timers. Leave the ones at 2 minutes that it makes sense for, but don’t do it to everything. Reduce the size of hitboxes to give some room for melees to improve above what is expected, and squash the potencies of abilities! An ability doesn’t have to be 1000+ potency for people to get a dopamine rush from critting it.
    Even simpler fix. Adjust the scaling on weapon damage so you don't have to have these 1000 potency attacks.

    Quote Originally Posted by Absurdity View Post
    FoF only works on physical damage, Holy Spirit, Confiteor and your entire Blade combo are all magic damage so Fight or Flight does literally nothing for them.
    Which could be easily fixed by changing the modification value from :MagicDamage to :AllDamage (not the exact coding but you get the point)
    (0)
    Last edited by Deceptus; 09-16-2022 at 11:45 PM.
    Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
    Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
    Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]

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