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  1. #1
    Player
    Eisi's Avatar
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    Character
    Eiserne Sternschnuppe
    World
    Shiva
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    Monk Lv 90
    ^And that's why there should be no timed party damage buffs at all.
    (1)

  2. #2
    Player
    Eisi's Avatar
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    Eiserne Sternschnuppe
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    Shiva
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    Monk Lv 90
    Quote Originally Posted by RyuDragnier View Post
    Calm down there Satan, not everybody wants to be a SAM or BLM without utility.
    This is so funny, cause I 100% agree with you and yet also 100% agree with my post. But nice strawman!

    Here's my post again:


    Quote Originally Posted by Eisi View Post
    ^And that's why there should be no timed party damage buffs at all.
    So if it's a timed party-wide buff but not to damage, it's cool!

    If it's a single party member timed damage buff, it's cool!

    If it's a sustained, constant party damage buff, it's also cool!

    Just a little bit good will and less fear. Also a bit more creativity pls.
    (0)
    Last edited by Eisi; 11-18-2022 at 03:51 AM.

  3. #3
    Player
    Shurrikhan's Avatar
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    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Eisi View Post
    ^And that's why there should be no timed party damage buffs at all.
    I'm assuming this is sarcasm, but just in case it is not...

    That everything pushes towards synergy around a lowest common denominator (or, with less potential for negative tone, what all or what little is in common between job kit timings) does not require that we either build around a single template. Rather, it simply pushes constraints elsewhere -- to fight design. Granted, it is a far tricker constraint, especially when trying to remain accessible without being reliant on capped or near-capped gear.

    Presently, the timing by which damage is available IS the timing by which damage is done, simply because there is no reason to hold onto CDs (outside of Radiant Finale), in turn because there are so few relevant DPS checks or other means of enticing that behavior. Give those reasons, though, across multiple timing templates, and suddenly (especially with a lenient enough enrage) putting all one's eggs in a single basket becomes a hazard. You start to see additional reason to take sustained DPS or especially flex (those like SAM or DRK who have highly bankable output) even if they don't maximize synergy; you start to see reason to dabble in multiple timing templates ("rhythms"), even if one may remain dominant for the particular fight.

    The difficulty, of course, is in balancing accessibility vs. mechanical relevance, since now job viability would require both -- the brittleness of certain kits in attempting to recover desynced tools vs. splitting the comp vs. simply taking enough sustained to deal with all minor checks (without failing major or final dps checks), whilst keeping minor, major, and final DPS checks all relevant. You don't want players to be required to have pre-figured optimal ways of meeting the particularities of a fight via compositions, but you do want those fight's peculiarities to be relevant so that compositional selection doesn't just devolve to caring only about final checks and therefore investing only in the best set of synergies among bursty buffers+exploiters (which, to be relevant at all, must be tuned to outperform sustained dps in a perfected/optimal comp).

    :: Note that this does not mean that every DPS check needs to be pass or wipe; you can have something charge up even the most lenient of resource-taxes --say, a big damn DoT or a loss to Attack Power & Offensive Magic Power-- that scales with remaining unit HP, boss phasal HP, "cast armor," etc., such that failure to meet a check makes the next one that much harder, without being an instant wipe.

    _____________

    Quote Originally Posted by Sqwall View Post
    This is exactly my point. Two min burst is here to stay, and going to such great lengths to change and adjust jobs is a telling sign imo. The older jobs are getting outdated do to the shear fact that the newer jobs have been setting the example for years now. It's no longer viable to have jobs designed with ARR, Heavensward, and Stromblood blue prints. Like it or not....savage and ultimate set the stage for how jobs are designed. When you have to perform at such high levels, your job has to just work under heavy load.

    Design flaws are starting to show with certain jobs:

    Monk - Pretty much nearly unfixable in it's original state and was the outlier for literal years. Monk was it's on worst enemy with RNG, and it's ridiculous amount of bloat that nobody used. Six sided star, tornado kick (pre ogcd), anatman, one ilm punch, stances, greased lightning.
    These issues actually have/had nothing to do with the 2-minute formula, though, and little even to do with later day job design trends (beyond portion of damage that can exploit buffs; even portion of damage exploiting buffs hasn't much changed, since the modifiers were greater back in the day). Nor were they worsened by it. (See/expand below.)

    While we couldn't hold onto a TFC specifically for raid buffs, we still tended to generate multiple within any full raid burst, so the banking margin was more the issue than the RNG when it comes to 2-minute meta play.
    It took only 4 GCDs to get up to speed (essentially 3 in late Stormblood due to WT-RoW), so original GL wasn't uniquely slowing down raid burst.

    Six-sided Star and Anatman, meanwhile, are just bad for their own reasons, and not even for the niche they provide towards so much as that they're both underpowered tools. SSS is tuned too low to be more than painfully niche for most content and Anatman's value usually falls to about 40 relative potency simply because it of its unnecessary constraints / lack of sensible additions (no Chakra generation). They're both well allocated tools; they simply need to do more.

    The same could be said for old Tornado Kick. It was a partial (i.e., nearly tuned around PB) refund on potency lost to ramping up GL that could be spent early if one desired. It made perfect sense up until GL was (needlessly but not, imo, too harmfully) removed. (Also, it being oGCD is the old design. The GCD design, as an obsolete Blitz finisher, is the new.)

    Similarly, One-Ilm Punch was never any issue, as Monk had more than enough AoE despite spending 1 in 3 sustained GCDs in AoE on single-target skills (ultimately just offering it a bit more focus targeting atop a fully decent AoE kit). Rockbreaker was tuned to do then what Shadow of the Destroyer does now, significantly more powerful than its competing AoEs (just one other in RB's case). It simply happened not to be well used even in what situations a DR-less stun might be useful because Monk was already strapped enough for TP (especially without wasting TFCs on Purification), since the devs could never be bothered to reiterate on that system itself before scrapping it entirely.


    The same is mostly true of your other examples there. They haven't been left to dry due to the 2-minute meta or new job trends per se, but simply because of the removal of various keystone elements/systems/mechanics and players losing hope (or, becoming disillusioned) as to there ever being a place designed in for varied utility to see value.
    (5)
    Last edited by Shurrikhan; 11-18-2022 at 11:10 AM.

  4. #4
    Player
    Sqwall's Avatar
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    Sqwall Lionheart
    World
    Diabolos
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Shurrikhan View Post
    Six-sided Star and Anatman, meanwhile, are just bad for their own reasons, and not even for the niche they provide towards so much as that they're both underpowered tools. SSS is tuned too low to be more than painfully niche for most content and Anatman's value usually falls to about 40 relative potency simply because it of its unnecessary constraints / lack of sensible additions (no Chakra generation). They're both well allocated tools; they simply need to do more.

    The same could be said for old Tornado Kick. It was a partial (i.e., nearly tuned around PB) refund on potency lost to ramping up GL that could be spent early if one desired. It made perfect sense up until GL was (needlessly but not, imo, too harmfully) removed. (Also, it being oGCD is the old design. The GCD design, as an obsolete Blitz finisher, is the new.)

    Similarly, One-Ilm Punch was never any issue, as Monk had more than enough AoE despite spending 1 in 3 sustained GCDs in AoE on single-target skills (ultimately just offering it a bit more focus targeting atop a fully decent AoE kit). Rockbreaker was tuned to do then what Shadow of the Destroyer does now, significantly more powerful than its competing AoEs (just one other in RB's case). It simply happened not to be well used even in what situations a DR-less stun might be useful because Monk was already strapped enough for TP (especially without wasting TFCs on Purification), since the devs could never be bothered to reiterate on that system itself before scrapping it entirely.[/HB]

    The same is mostly true of your other examples there. They haven't been left to dry due to the 2-minute meta or new job trends per se, but simply because of the removal of various keystone elements/systems/mechanics and players losing hope (or, becoming disillusioned) as to there ever being a place designed in for varied utility to see value.
    I was comparing the end game to the newer better designed classes to how outdated the old ones were in terms of shear playability. The ones that I mentioned were very strong candidates of needing rework.
    (0)

  5. #5
    Player
    Eisi's Avatar
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    Eiserne Sternschnuppe
    World
    Shiva
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    Monk Lv 90
    Quote Originally Posted by Shurrikhan View Post
    I'm assuming this is sarcasm, but just in case it is not...

    That everything pushes towards synergy around a lowest common denominator (or, with less potential for negative tone, what all or what little is in common between job kit timings) does not require that we either build around a single template. Rather, it simply pushes constraints elsewhere -- to fight design. Granted, it is a far tricker constraint, especially when trying to remain accessible without being reliant on capped or near-capped gear.

    Presently, the timing by which damage is available IS the timing by which damage is done, simply because there is no reason to hold onto CDs (outside of Radiant Finale), in turn because there are so few relevant DPS checks or other means of enticing that behavior. Give those reasons, though, across multiple timing templates, and suddenly (especially with a lenient enough enrage) putting all one's eggs in a single basket becomes a hazard. You start to see additional reason to take sustained DPS or especially flex (those like SAM or DRK who have highly bankable output) even if they don't maximize synergy; you start to see reason to dabble in multiple timing templates ("rhythms"), even if one may remain dominant for the particular fight.

    The difficulty, of course, is in balancing accessibility vs. mechanical relevance, since now job viability would require both -- the brittleness of certain kits in attempting to recover desynced tools vs. splitting the comp vs. simply taking enough sustained to deal with all minor checks (without failing major or final dps checks), whilst keeping minor, major, and final DPS checks all relevant. You don't want players to be required to have pre-figured optimal ways of meeting the particularities of a fight via compositions, but you do want those fight's peculiarities to be relevant so that compositional selection doesn't just devolve to caring only about final checks and therefore investing only in the best set of synergies among bursty buffers+exploiters (which, to be relevant at all, must be tuned to outperform sustained dps in a perfected/optimal comp).

    :: Note that this does not mean that every DPS check needs to be pass or wipe; you can have something charge up even the most lenient of resource-taxes --say, a big damn DoT or a loss to Attack Power & Offensive Magic Power-- that scales with remaining unit HP, boss phasal HP, "cast armor," etc., such that failure to meet a check makes the next one that much harder, without being an instant wipe.

    _____________
    Can someone translate this please? I assume you are saying that the pre-Endwalker model was better. If I understand this correctly it doesn't adress what I said.
    (0)

  6. #6
    Player
    Shurrikhan's Avatar
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    Tani Shirai
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    Cactuar
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    Monk Lv 100
    Quote Originally Posted by Eisi View Post
    Can someone translate this please?
    You claimed that we should just remove all raid buffs... because "^" (carrot / up arrow).

    Normally, I would think that would mean you were pointing to a prior post or, at a stretch, to the OP. But neither the prior post nor the OP give rationales that would warrant the removal of raid-buffs.

    On the off chance you were pointing to the post immediately prior to yours, which was mine, I explained why my reasoning given (that all raid-buffs push players towards a single rhythm of CDs to buff damage and damage to exploit those buffs, regardless of whether that be a 2-minute interval or not / we've done this since NIN anyways) doesn't mean that you have to get rid of raid buffs.

    Instead, it simply means that you have to design fights within a particular balance of allowing for multiple compositions (no "need X comp to avoid wiping") while still including reasons to take non-meta jobs (i.e., jobs that are outside of just whatever rhythm creates the best total DPS in dummy fight scenarios) through minor DPS checks that do not match those meta comps' CD rhythm.
    (2)
    Last edited by Shurrikhan; 11-19-2022 at 12:43 PM.

  7. #7
    Player
    Eisi's Avatar
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    Eiserne Sternschnuppe
    World
    Shiva
    Main Class
    Monk Lv 90
    Quote Originally Posted by Shurrikhan View Post
    You claimed that we should just remove all raid buffs... because "^" (carrot / up arrow).

    Normally, I would think that would mean you were pointing to a prior post or, at a stretch, to the OP. But neither the prior post nor the OP give rationales that would warrant the removal of raid-buffs.

    On the off chance you were pointing to the post immediately prior to yours, which was mine, I explained why my reasoning given (that all raid-buffs push players towards a single rhythm of CDs to buff damage and damage to exploit those buffs, regardless of whether that be a 2-minute interval or not / we've done this since NIN anyways) doesn't mean that you have to get rid of raid buffs.

    Instead, it simply means that you have to design fights within a particular balance of allowing for multiple compositions (no "need X comp to avoid wiping") while still including reasons to take non-meta jobs (i.e., jobs that are outside of just whatever rhythm creates the best total DPS in dummy fight scenarios) through minor DPS checks that do not match those meta comps' CD rhythm.
    Yeah, but wouldn't it be much cooler if jobs or fights didn't have to be designed around those windows?
    (0)

  8. #8
    Player
    Shurrikhan's Avatar
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    Tani Shirai
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    Cactuar
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    Monk Lv 100
    Quote Originally Posted by Eisi View Post
    Yeah, but wouldn't it be much cooler if jobs or fights didn't have to be designed around those windows?
    Not really, no. That'd just remove an interesting aspect of play (however overmuch it might seem at the moment) with... nothing at all.
    (2)

  9. #9
    Player
    Eisi's Avatar
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    Eiserne Sternschnuppe
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    Shiva
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    Monk Lv 90
    Quote Originally Posted by Shurrikhan View Post
    Not really, no. That'd just remove an interesting aspect of play (however overmuch it might seem at the moment) with... nothing at all.
    So if there existed a job concept which is not feasible with either iteration of raid buffs and which you would personally regard as worth the cost of how exciting you think raid buffs are you would agree with me?
    (0)

  10. #10
    Player
    Mikey_R's Avatar
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    Mike Aettir
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    Cerberus
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    Paladin Lv 100
    Quote Originally Posted by Shurrikhan View Post
    Instead, it simply means that you have to design fights within a particular balance of allowing for multiple compositions (no "need X comp to avoid wiping") while still including reasons to take non-meta jobs (i.e., jobs that are outside of just whatever rhythm creates the best total DPS in dummy fight scenarios) through minor DPS checks that do not match those meta comps' CD rhythm.
    Just to play devil's advocate here, but the 60/120s bursts also restrict boss design.

    Say you want to have an add that comes out at 20 seconds, or 40 seconds past the minute and it is designed that you need to burst it down. With the 60/120 second design, you cannot do that, this type of add has to come at the 60 second intervals so that the group can kill it, then you have to make it stronger to compensate. If group bursts were different, you only need 1 or 2 to use their burst, which isn't an issue as they line up anyway.

    -------

    To go back to discussing the 60/120. It has been mentioned that all groups lined up at 6 minutes in past expansions. This was the big burst phase (after fight opening), however, with EW design, that 6 minute burst now comes 3 times as often and is now much stronger due to new actions in EW. Where, in the past you might double your DPS every 6 minutes, you now double it every 2 minutes, which in turn brings up how important these burst phases are in relation to the whole fight.

    Also, I don't understand the obsession with 60/120. For sake of argument, let's say we will keep the 120 burst, no problems there, but why do we need to keep to the 60 second burst? No job has a raid buff at 60 seconds, so, in theory, the mini bursts don't have to come out at 60 seconds, they could come out at 40 seconds and still line up with the big 2 minute burst. You could also have a job that doesn't have a mini burst and just has the big burst every 2 minutes, with a more sustained damage output for the rest of the time. This would at least allow the jobs to feel different between the 2 minute bursts.
    (7)

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