By this logic, why did SE add Xenoglossy when BLM already used Foul even in singletarget? Why add Senei when SAM used Guren in ST? Why have any of the elemental stuff for RDM when Jolt and Impact also generate BWmana? It's not the fact that spell X and spell Y both do damage, it's the context in which they do that damage. If we add a spell that does, for example, 20-40p more damage than a Glare, but is on a 15s CD, then you can't just spam that new spell, and you can't just spam Glare (well, you could but you'd lose a tiny bit of damage). Once again I will link this video, where you can see me demonstrate how much of a difference two small changes (Dia duration 12s instead of 30, new 15s CD GCD skill) can make to the rotation. And I'll relink the pie charts of 'what GCDs would be used per minute now vs if I redesigned the job'
(Banish is a 15s CD GCD. Dia is 12s duration. BOTE is a heal skill that procs one cast of Quake Tornado Flood. Those three skills replace Glare, Dia, Banish respectively on the hotbars.
As such, you could count the Dia press count as 6, and the Glare press count as 8. It is still a far cry from the current 18 Glares per minute we have.)
Agreed, a 123 is a lot more restrictive in terms of what order you can use things, what breaks the combo, etc. It took till this patch to get Atonement to stop breaking combo. I feel like having a conditional buff to use a different skill, rather than a hard enforced 1-2 is better. Mostly because going from 111 to 123 is not actually that interesting either. If they condensed the RDM 123 into one button, it's not going to suddenly be way more boring and ruin the class, right? But if they were to make VerAero/VerThunder turn automatically into 'the 5s spell that you have less ColorMana for', that would definitely be more brain-off and bad for the class. So, things for healers, like 'when your shield breaks on SGE, you get (new buff), which allows a use of Phlegma without regard to it's cooldown', this would make using a shield a potency loss of 60 instead of 330, allow banking an extra mobility spell potentially, frees up Toxicon and Addersting to be something way more interesting than 'scuffed Ruin 2', etc. Or for WHM, the whole Quake Tornado etc thing. I don't think anyone would find it quite as fun, cool, etc if, rather than what I've suggested, we just have 'oh yeh, Glare combos into Quake as a 1-2 combo'
Also, the only healer/casters to actually have 123 style combo actions (unless I'm somehow forgetting one) are RDM, on it's melee combo, and SMN, on it's melee-based Ifrit thing. 123 is inherently a melee-centric design choice, and 'X ready' procs are moreso used for the healers and casters.





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