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  1. #1
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,637
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    This is an unavoidable change since the changes they're adding server side necessitate the locks from bind to be nullified. Since the jumps will not move the position of the character anymore (just only visually), then a bind will technically not apply or prevent anything since for the server there is nothing moving. Obviously, they could also adjust the bind effect so that it disables certain abilities no matter what, but they're not doing it. That's for the technical aspect.

    Personally I get both sides of the argument anyway. Maybe it's not fun to not be able to execute jumps when something binds you, but was it also fun or unfun when a mechanic asked you to disconnect from the boss as a melee on older hitboxes? Was it fun or unfun when a boss got away mid burst and you had to adjust the rotation? Because in essence it always boils down to this: some people don't find it fun to adjust around boss mechanics for certain things, while others think it's skill play.

    ( but ultimately i'm always weary of such arguments in favor of making things easier, because it's what has lead the game so far to make gigantic hitboxes, to remove party resource support, to remove enmity control, to remove kaiten, to remove... a lot of things, all in the sake of "it's annoying" )
    (2)

  2. #2
    Player
    Aco505's Avatar
    Join Date
    Dec 2021
    Posts
    878
    Character
    Aco Nale
    World
    Moogle
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by Valence View Post
    Maybe it's not fun to not be able to execute jumps when something binds you, but was it also fun or unfun when a mechanic asked you to disconnect from the boss as a melee on older hitboxes? Was it fun or unfun when a boss got away mid burst and you had to adjust the rotation? Because in essence it always boils down to this: some people don't find it fun to adjust around boss mechanics for certain things, while others think it's skill play.

    ( but ultimately i'm always weary of such arguments in favor of making things easier, because it's what has lead the game so far to make gigantic hitboxes, to remove party resource support, to remove enmity control, to remove kaiten, to remove... a lot of things, all in the sake of "it's annoying" )
    I don't believe this is similar to the hitbox size or the melee uptime situation. No other job is crippled as much as DRG when bound for so long. Our main gauge generator and five of our oGCD presses are stopped completely.

    Imagine if a certain mechanic arbitrarily silenced the entire raid for several seconds, thus forcing casters to do nothing; or if a boss silenced tanks, Paladins would then be affected just because they are the only ones actively using spells in their single target rotations.

    In the fights where binds happened, we could adapt but sometimes you cannot adjust everything. In Mount Ordeals, even if you played perfectly your HJ couldn't be used for several seconds because of the specific moments when you were bound, whereas you could keep the rest of the rotation aligned.

    It's a situation in which you had no control even if you tried your best to adapt to it. Binds will still prevent you from using the other four jumps, it's mostly so that the gauge generation is not interrupted.

    That said, I'm a bit wary about it. I still want my character to do the HJ and not some kind of projection or shade and I still want it to be able to cancel knockbacks (something that you can use on purpose like once every 100 duties but hey). Basically, I hope everything's exactly the same but that the position of the character is not moved for the server. We'll see but I fear I will be disappointed.
    (1)

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