stupidity is not a reason to limit class design. The idea is you reward the one playing the job for getting better at it. In this instance learning your cards.
You don't limit blm from fire phase because some idiots cant read a timer for example



stupidity is not a reason to limit class design. The idea is you reward the one playing the job for getting better at it. In this instance learning your cards.
You don't limit blm from fire phase because some idiots cant read a timer for example
Kind of a poor example. You are definitely free to be bad at your own job. What I don't want to deal with is someone being bad at their job making mine play worse.


Probably best to stick to Trusts then, since a bad tank can fail to mitigate and die, meaning you're next on the chopping block for the boss's next TB. A bad healer can fail to keep up on damage and let you die to Natural Alignment's DOT ticks. A bad [any class] can misread basically any mechanic in the game and get you killed by doing it wrong. And I'm not 100% sure I'd throw 'used card on suboptimal choice of ally' into 'being bad at the job', a haste buff on RDM might make you overcap mana before you hit your raidbuff window, but just, idk, overcap? Play like you didn't get the bonus resources, and just make use of 'my casts are now a bit faster, which leads to me doing more damage'.




Fun > balance.
Just because some people can't handle a calculator and the vocal minority is fixated on numbers shouldn't mean that all jobs have to be boring and uninspired.
Then the problem isn't with haste, but the poor design of haste not being strict DPS gains in all scenarios. Solve root cause. Removing haste just made the game infinitely more boring.
Also others being bad at their job already actively makes playing yours worse because if anyone drifts their raid DPS buff cooldowns, you lose, even if you time yours perfectly.


Thinking about it, for melee the main reason Arrow sucked was because it'd drain them out of TP too fast, but skills don't cost TP anymore. Monk's whole identity is 'it goes fast' via the GL traits, everyone was cheering when it was revealed that we'd get access to GL4 in SHB (after Yoshi said during SB we probably wouldn't be getting it because 'it might be too fast for players to handle'). So if we had old Arrow again, and it got thrown on a Monk, what would be the issue? It goes even faster, it gets more chances to crit weaponskills, it gets more chakras, it does more damage. Or are we going to say 'but but this means it misaligns it's DOT so it cant get 2 applications during ROF'? Despite the side effect that a well timed Arrow would allow you to get more total GCDs inside ROF, like 11 instead of 9? Even then, you could just clip the DOT to realign things if it's really so desperately important that everything lines up perfectly.
If you want to experience Arrow-based enlightenment, go to Bozja and use the Banner of Honed Acuity, Essence of the Watcher (for the evasion), and Bozja Earrings. That's all you need, Banner buff up, dodge 3 attacks from a mob outside camp, you get the Banner buff to your GCD speed for 3 mins, go back to the camp and mess about on the training dummies with your new GCD of 1.50s. For added ridiculous, use Lost Fair Trade (it counts as a weaponskill, so crits will give chakras) and stack your bag with Resistance Potions. They weigh 1 each, so Fair Trade only hits for 50 potency, but it's not about the damage it's about the crit procs. Means you have to weave an OGCD every 4 seconds, it's wild
Last edited by ForsakenRoe; 11-14-2022 at 05:33 AM.


Part of the reason I don't ever want to raid savage is that I loathe DPS checks just as a concept, except if they want to put it on like, one boss per raid or something. If they designed enrages to be far more lenient, serving as a failsafe in case of cheese rather than a strict "YOU BETTER SQUEEZE EVERY OUNCE OF DPS POSSIBLE OUT OF EVERYONE WITHIN THIS REALLY STRICT TIME LIMIT OR YOU'LL JUST WIPE!!!11one" then this absolute tunnel vision on having everything being 100% about DPS all the time might relent just a little bit, and open up for a bit more experimentation. Imagine if they made resource management a thing again, and you could try to build certain jobs around either being bursty, or sustained? What if you could choose between having a really DPS heavy warrior, or one that was a bit better at surviving, depending on which secondary stats you focused on? What if stats like Piety and Tenacity mattered? Like at all?
It would still be possible to just focus everything on bursting the boss down as soon as humanly possible, and a great many would probably flock to that alternative, but imagine if you didn't have to mald about wiping because Double Down didn't crit enough times? And yes, imagine AST cards doing more than just buffing raw damage...
There would of course be issues involved, and I think the biggest one is literally just the community itself, or rather, the parts of the community who insist on the current design being the one and only path, now and forever, those that insist that nobody would ever want to see it change and choose to die on the hill of "DPS is king, ALWAYS."
And I can identify with that point of view. There would be parties who fight bosses for an inordinate amount of time at a time where previously they would just hit the enrage and wipe, then go again. Some fights would be prolonged to an extent that many would be furious about because people who would otherwise wipe instead haul out a losing battle to last for longer than it "should". But my opinion on that is just......... so what?
I'm looking at the possibilities it would create first and foremost. To get back on the topic of the thread; This change would let the devs redesign AST to be more interesting!
Removing enrages factually removes the skill required for encountersPart of the reason I don't ever want to raid savage is that I loathe DPS checks just as a concept, except if they want to put it on like, one boss per raid or something. If they designed enrages to be far more lenient, serving as a failsafe in case of cheese rather than a strict "YOU BETTER SQUEEZE EVERY OUNCE OF DPS POSSIBLE OUT OF EVERYONE WITHIN THIS REALLY STRICT TIME LIMIT OR YOU'LL JUST WIPE!!!11one" then this absolute tunnel vision on having everything being 100% about DPS all the time might relent just a little bit, and open up for a bit more experimentation. Imagine if they made resource management a thing again, and you could try to build certain jobs around either being bursty, or sustained? What if you could choose between having a really DPS heavy warrior, or one that was a bit better at surviving, depending on which secondary stats you focused on? What if stats like Piety and Tenacity mattered? Like at all?
It would still be possible to just focus everything on bursting the boss down as soon as humanly possible, and a great many would probably flock to that alternative, but imagine if you didn't have to mald about wiping because Double Down didn't crit enough times? And yes, imagine AST cards doing more than just buffing raw damage...
There would of course be issues involved, and I think the biggest one is literally just the community itself, or rather, the parts of the community who insist on the current design being the one and only path, now and forever, those that insist that nobody would ever want to see it change and choose to die on the hill of "DPS is king, ALWAYS."
And I can identify with that point of view. There would be parties who fight bosses for an inordinate amount of time at a time where previously they would just hit the enrage and wipe, then go again. Some fights would be prolonged to an extent that many would be furious about because people who would otherwise wipe instead haul out a losing battle to last for longer than it "should". But my opinion on that is just......... so what?
I'm looking at the possibilities it would create first and foremost. To get back on the topic of the thread; This change would let the devs redesign AST to be more interesting!



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