Results -9 to 0 of 149

Threaded View

  1. #22
    Player
    Sebazy's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    3,468
    Character
    Sebazy Spiritwalker
    World
    Ragnarok
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Renathras View Post
    You misunderstand.

    My point is that if there's a significant DPS difference between "barely doing the rotation" and "doing the rotation optimally", that's going to cause problems for Jobs that don't have red icons. The only way to have "more damage buttons" and "a more interesting damage rotation" THAT IS FRIENDLY TO CASUALS - the supposed reason we should add more damage buttons instead of upping the healing requirement - is if the DPS gap for dropping those extra buttons is negligible. Otherwise, you aren't doing it for the casuals, you're doing it for the hardcores to chad on the casuals.

    Which is fine, if that's the argument you'd want to have. My issue is more people being...less than honest...about their intents.

    Or, maybe, they genuinely do believe that it would be easier for casuals to juggle 3 DoTs with different timers and keep near 100% upkeep on them than to have fights where they have to press Medica 2 four times a minute and a Cure 2 or Regen in there to taste. I can't imagine HOW anyone would believe that, but maybe some people do...
    So wait hang on a second....

    We have 2 casual fights for mr casual Timmy:

    Fight A) Timmy is maintaining 3 dots. Timmy fails. He gets some grey logs. The boss takes a few seconds longer to die. Nobody cares.

    Fight B) Timmy has to maintain Medica II uptime (aka 4 times a minute) as well as some single target healing ala Cure 2 or Regen. Timmy fails to do it. People die. The boss takes significantly longer to die and everyone's angry.

    Do you not see how awful your example is? Are you seriously trying to tell me that example B is better for a casual player that's going to struggle to press ~6 buttons a minute than option A? Or are you trying to suggest that there's a way to make us have to press medica II 4 times without the damage killing us when we don't?

    I legitimately mean it. You keep saying repeatedly that it's a bad thing if this casual player has the potential to fail at dealing damage, yet that's exactly what we have now and you almost never see people complaining about it until it gets to extremes which have such lenient DPS checks that Healer DPS still isn't a requirement whatsoever unless the rest of the group is pretty damn bad. Why is a non issue suddenly going to become a problem? Are you assuming that SE are going to suddenly allow parser toxicity in random content with this? Are you assuming that they will add in enrages to casual content along side revamped healer dps kits? What angle are you coming from here as I just can't get my head round it, sorry.

    To clarify I do think that throwing more damage out in mainstream fights would be a good thing for sure, but enough that we genuinely need to maintain Medica II uptime round the clock or assumedly someone dies?

    Do you genuinely feel that that's going to be less problematic than more dps complexity?
    (10)
    Last edited by Sebazy; 03-21-2023 at 05:22 PM. Reason: grammar tidyup
    ~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~