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  1. #11
    Player
    Stanelis's Avatar
    Join Date
    Oct 2011
    Posts
    929
    Character
    Irvy Ryath
    World
    Ragnarok
    Main Class
    Lancer Lv 85
    Quote Originally Posted by DPZ2 View Post
    The game has certainly added much since 2.0 launched, but to say that current content is totally different from ARR is a bit misleading.
    I mean, the game was totally different in ARR because :

    1/ Classes still weren't as homogeneized as they are today and still had utility abilities. Like PLD was the defensive tank, WAR was the offensive tank. BLM had bind, SMN had gravity and SMN/BRD even had to kite adds in coil 7 floor.
    2/ Encounters in 4 and 8 men raids were designed differently. They weren't just about dodging aoe in every shape and form. Some encounters had actual tanking to be done (like moving the boss in specific spots, taking quickly aggro on adds, etc). Copperbell mines is a very good exemple with the slime but a lot of bosses had actual strategies and it wasn't that uncommon to wipe even in 4 men dungeons (remember the killer wall of Amdapor or the last boss that had oneshot mechanics ? Remember Siren ?). Some 8 men raid encounters wer even about making use of interrupts on the boss. Since when had we to make use of an interrupt in raid in FFXIV ?

    From heavensward and onward, all the classes and the PVE has been homogeneized in FFXIV and bosses became only a matter of dodging AOE/soaking/etc while meeting DPS checks. SE gave up on trying to come up with varied encounters on a gameplay standpoint as they did in ARR.

    The devs didn't add. They streamlined. That s a totally different take.

    Arbitrary say "if it done properly" is easy, anyone can say that. Give me an example, be specific, how can it be achieved in a way that makes sense.
    Just as they do it today with stat scaling : put a DPS cap for players that are above the level of the dungeon. Its not rocket science.

    Lvl25 lancer: True->Vopal->Full thrust. A 3 button rotation.

    Lvl90 DRG: The base GCD rotation have a total of 7 abilities, 8 if count the Raiden proc.


    So, if we just look at GCD alone, those 8 abilites on the DRG have to be neft to a point where it will have the same potency as the full thrust rotation. Then, it get worse when you bring in the oGCD, which is like what, 7 or 8 more abilities?


    Now I haven't done the exact math. But to make 16 abilities yielding the same output as 3 abilities ...
    My dude it doesn't matter if you have 35 abilities rotation or only 3 that you use in cycle..... all that matter is the average DPS per ability or the DPS per GCD/ogcd. They can simply adjust the potencies or more easily put a DPS cap per DPS per dungeon when running it synced...... Also one of the solution is in your message " if we just look at GCD alone, those 8 abilites on the DRG have to be neft to a point where it will have the same potency as the full thrust rotation. ". Here, you can even figure out a solution
    (5)
    Last edited by Stanelis; 12-25-2022 at 08:19 AM.