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  1. #1
    Player
    Renathras's Avatar
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    Dec 2014
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    Character
    Ren Thras
    World
    Famfrit
    Main Class
    White Mage Lv 100
    I guess I just don't get the desire in general for continued evolution of damage dealing on a non-damage dealing class, especially since I liked the DPS Jobs before they had their "evolutions", most of them I honestly prefer the old versions of them, which had a lot less "just here for the sake of it" type stuff, so I don't see those as positives. For example, I liked NIN better before Ninki, which seems to be a gauge there just to introduce something else to juggle for no reason other than to just have something else to juggle. (Like, seriously, instead of that, just make Ninjutsu 15 sec CD and the Job would be better, numbers adjusted for the change in burst aside, and for the life of me, I'm not sure who thought they needed a stinger attack on Raiju but that had to be used before any other ability or weaponskills...like...WHY??)

    Part of it definitely comes down to player preference, and I don't just mean in "simple vs complex", but also type of rotation. People like pointing to Melee, which is why I started a thread about rotations that no one seems interested in touching, so I'll just talk about it here instead, I guess. /shrug Melee all have different formats of rotation (though all based on the core "combo" system, with MNK being the one to most stretch it). Within this framework, there are five variations, each with a different level of rigidity. DRG is extremely rigid, for example, while the opposite end of the spectrum is...I dunno, RPR maybe? RPR has this weird "rigid but/or flexible" thing going. I don't think any of the Melee have a proc system, though, unless RPR does (since I haven't touched it). The rest aren't all rigid, but they're planned. Like abilities give the exact same amount of gauge ever time, etc. It's like how PLD technically has a "proc" after Royal Authority combos (two, in fact), but they happen with 100% certainty every time (empowering a damage spell cast and granting three stacks of Atonement), so there's no randomness.

    To wit, some people like randomness. DNC, for example, as you said before, I'd hate, but people like you love because it requires constant adjustment. That's not really a matter of complexity as much as it is some people prefer rote and others...well, not. I actually am kinda in the middle in the sense that I like having a baseline pattern, but one that is flexible and allows moving around pieces of it. It's why I like post-6.3 PLD and why I like SMN. It's not the "braindead", it's that both have a "set" rotation, but the pieces of the rotation can be moved around. PLD vs GNB is a good example of this, since GNB is on a rigid schedule with a set rotation within that schedule vs PLD which has a set rotation, but where you put your Holy Spirits is kind of up to you and can be anywhere from the GCD after Royal to after the 1st Atonement, the 2nd, the 3rd, the next Fast Blade or the next Riot Blade. Even the burst phase is "Use Goring, Confetior combo, and then '3 other GCDs, 1 of which should be an empowered Holy Spirit'". The "optimal" rotation is to use FoF/Req whenever they come up, no matter where in the combo you are, and just roll with it. While the rotation is static, it has pieces that can be moved around within that static framework. But unlike something with random procs to it, the rotation itself is always the same. Contrast if the buffed Holy Spirit proc had a 25% chance from procing off of any of the Riot Blade + Atonement 6 GCD strikes, such that you'd get random uses of it. I wouldn't care much for that, but some people might. WAR is vaguely like that (just barely) in the sense of the Beast Gauge spenders knocking some off the Infuriate CD. While that's still pretty set, the it does change when Infuriate comes up, making a slightly moving target. (Best example I could think of since the Tanks don't really...have...a proc based representative.)

    I don't think Casters actually have a GNB/DRG representative of rigid rotation, since BLM has procs to react to, RDM does as well, and SMN is like PLD with a set overall rotation whose pieces can be moved around.

    This is probably also part of why I dislike DoTs in general - as they CAN'T be moved around, they're either up or they're down, and you refresh them on their duration, not before outside of situational circumstances - and even when they are tied into the Job, it's generally just to make it into a proc system - which I dislike even more.

    The only time I don't mind them is when they're things like Sonic Break or Circle of Scorn, where I just treat them as a damage ability with a CD instead since...that's how they're used anyway. Like I wouldn't mind WHM having an 18 and 24 sec DOT if the way they worked were having 18 and 24 sec CDs as well. Then I'd just treat them like pseudo-Plegma/Assize type abilities and be done with them, which isn't great, but is at least not as annoying as the current system with the game's UI that makes seeing when they fell off completely obnoxious.

    I don't find "the shorter DoT timers and being required to manage them" engaging. I find it tedious and annoying.
    (1)
    Last edited by Renathras; 06-19-2023 at 04:01 PM. Reason: EDIT for length

  2. #2
    Player
    Shurrikhan's Avatar
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    Sep 2011
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    12,849
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Renathras View Post
    I don't find "the shorter DoT timers and being required to manage them" engaging. I find it tedious and annoying.
    Okay. Again. Would you still feel this way if they were simple (soft) CDs, with the available frequency of (unpenalized) applications shown on your hotbar?

    ...Because that can be done, just fine. Plugins have done it for ~5 years now.

    (Which would then leave only the issue of whether you despise rotating in actions other than your filler attack.)

    Quote Originally Posted by Renathras View Post
    To wit, some people like randomness.
    Yet, there is a huge difference between "Hit the flashing thing," which can feel rote, and "Find the way of meeting the present, shifted context that best sets up the upcoming, more known circumstance," which tends to actually feel adaptive.
    (1)
    Last edited by Shurrikhan; 06-19-2023 at 05:59 PM.

  3. #3
    Player
    ForsakenRoe's Avatar
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    Apr 2019
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    2,340
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Shurrikhan View Post
    Okay. Again. Would you still feel this way if they were simple (soft) CDs, with the available frequency of (unpenalized) applications shown on your hotbar?
    If you have two skills, one a 15s DOT that is on the GCD (50p per tick, total 250), and one a 15s CD GCD that is 250p, the function is pretty similar in a training dummy scenario. They're both 'use once every 15s for 250p. But the DOT comes with additional nuances. You can use it on multiple enemies at once with multidotting (assuming your AOE skill doesn't dwarf it at certain target counts), you can purposely clip it if you need to for...whatever reason (eg if it has on-cast damage like Dia and you're needing to move), and you can make the call to not refresh it, if it's duration won't fully tick. As an example, in P12S doorboss, there's a point just before limit cut where the DOT falls off. I don't know if it's worth refreshing it there or not because the boss jumps before it resolves, but I've not looked close enough to see how many ticks I'd get out of it (and whether that beats another Glare). Dia being a standard 30s CD GCD ala Goring/Sonic would not have that option, it'd just be 715 potency burst and the question answers itself instantly

    I think because of this, the issue to solve, that of 'DOTs are annoying to manage', should not have been addressed with 'convert some to burst hits, and consolidate others so there's only one DOT per class left'. Rather, improving the UI that allows you to track DOTs, would probably have been better. Like if you could see 'only your DOTs' on the enemy frames, emnity list, whatever it's called. Hang on, it's Paint time again:


    Being as we're mostly asking for 3 DOTs as a maximum for healer redesigns (mostly), this means that the number of icons shown on the list would be, at maximum, those 3 DOT icons. Other player debuffs (Trick, Mug, ally DOTs) or your own effects that are not DOTs (Chain Strat for example) would also not be shown

    oh edit: in case it's not clear, this is two examples in one picture. If you're a SCH, the WHM Dia would not be visible to you. Instead you'd see the Bio/Miasma/SF icons (if they're present) on both targets, similarly as a WHM you wouldn't see the SCH stuff, just whether or not each enemy has Dia on them.
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    Last edited by ForsakenRoe; 06-19-2023 at 06:53 PM.

  4. #4
    Player
    Shurrikhan's Avatar
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    12,849
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Renathras View Post
    Not sure I've seen that before. Does it have a recharge? Is there any ability in the game right now that works like that?
    Some of the actions in the game that work like that:
    • Storm's Edge
    • Dia
    • Bio
    • Combust
    • Eukrasian Dosis
    • Twin Snakes
    • Demolish
    • Disembowel
    • Chaos Thrust
    • Higanbana
    • Shadow of Death
    • Whirl of Death
    • Venomous Bite
    • Stormbite
    • Thunder I/III
    • Thunder II/IV
    Back up just two expansion and that list more than doubles in length.

    At anything less than the most stringent definition, Afflatus Misery, Wyrmwind Thrust, RDM's combo, etc., are also soft CDs. They have an expected frequency of access but allow for that timing to be rushed or delayed.

    Quote Originally Posted by Renathras View Post
    Oh, so you're just saying "Would you like it better if it was what we have right now"?
    Except, of course, for having completely removed that allegedly crippling "UI" issue for which you previously (though not exclusively) condemned DoTs...

    Quote Originally Posted by Renathras View Post
    one of the big problems with DoTs - no matter the game - has always been the UI.
    ...and instead...
    Quote Originally Posted by Shurrikhan View Post
    leave only the issue of whether you despise rotating in actions other than your filler attack.
    ___

    Glad we know now though, at least, that anything beyond 'that would give more things to press every so often, and therefore earns my disgust' is probably just a roundabout excuse.

    Clarity is good.
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    Last edited by Shurrikhan; 06-20-2023 at 01:56 PM.

  5. #5
    Player
    Renathras's Avatar
    Join Date
    Dec 2014
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    Character
    Ren Thras
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Shurrikhan View Post
    ...
    I've never held the position of "despise rotating in actions other than your filler attack". That's been a caricature used incessantly to discredit everything I say, but is just a made up straw man. It's so easy to disprove, too, considering how many times I've proposed SGE have a rotation just like MCH. Which I've done a lot. If my position was "I don't ever want to press a second button", I wouldn't propose a 1-2-3 +something rotation.

    Not sure what you mean by "just a roundabout excuse", as it's never a position I've held.

    I don't believe the focus of Healers should be DPS rotations or complex DPS rotations, but I don't have an opposition to having other buttons to press that do damage. I've not advocated for Assize or Misery to be removed, for example, and even on WHM, my own proposals have been to get Holy into the single-target rotation. Again, why would I do that if I was opposed to ever pressing another button?

    If people didn't believe in these random lies that I've never said as if they were gospel truth, we'd get a lot farther in these conversations.
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