This ultimate kinda sucks. CritRNG decide if you are passing the dps check on phase 1. I would rather have skill check if you miss a gcd or something than let RNG decide your fate.
This ultimate kinda sucks. CritRNG decide if you are passing the dps check on phase 1. I would rather have skill check if you miss a gcd or something than let RNG decide your fate.
It would be more excusable if that were the only issue, yeah they made a mistake, it happens. TOP however has so many design problems and flat out bugs that you really have to ask yourself "was this even properly tested?"




I really think that the dev team should merge down physical and magical ranged dps into a single role. Then players might finally catch on to their intended fight setup of two tanks, two close-ranged dps, two healers, and two far-ranged dps without them needing to artificially hint at it through higher damage output or fight-specific mechanics.

The whole expansion has practically been "meleewalker" with all the other dps roles having their damage output gutted, savage fight design catered with melee dps ease in mind and making tight enough DPS checks in Savage/Ultimate content that running anything but double melee is, while not impossible, a massive inconvenience and waste of time




All jobs should have rDPS parity, agreed. But triple ranged was never intended in fight design, because it makes mechanics significantly easier for everyone, fake role dichotomies aside. Sorry, not sorry.



You'll have to point which mechanic.
In Endwalker it's very rare to see a mechanics that forces disconnecting from a boss, where ranged can freely damage the boss.
I can think of:
-P2S Limit cut
-P4S Pinax&Second act
-P5S double dash
-DSR Phase 6 WrothFlames
And only WrothFlame needs you to disconnect for more than 2 GCDs.




Spread mechanics, which are present in all fights, encourage fewer players to be within melee range of the boss. This is why tanks and melee always prefer having fewer jobs in melee range, which has been true since ARR. The reason why you're being forced to run a 4/4 TM/HR setup in every single fight nowadays is not just because of damage or limit break spam mechanics. It's because they've been designing their fights with that expectation from the beginning, and now they're actually enforcing it.
Rather than enforcing it with rDPS differences (which I disagree with), the long term solution is to change the role designations such that you have one combined ranged role with two slots allocated to it, and one melee role with two slots allocated to it, just like tanks and healers do. The fake dichotomy between physical ranged and magical ranged is completely unnecessary and adds no gameplay value. Otherwise, we might as well subdivide melee into physical melee and magical melee while we're at it. Hopefully they'll put a permanent end to this turf war next expansion.
Last edited by Lyth; 02-27-2023 at 10:32 PM.
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