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  1. #1
    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
    I did a DF P9N two days ago. The other healer did not use her DoT.
    Balancing around people's mistakes is bad.

    Rather it's better to look consistent errors and mistakes and see if it's an issue with how the game presents data to the player. Dots have always historically been lacking in presentation from ARR. As I mentioned elsewhere, a few fixes are to make personal debuff icons on the boss target/focus bar much larger and clearer relative to other debuffs, another option would be either to have a self only aura attached to your own dots, or perhaps even have a distinctive sound when your dot falls off.

    Designing the game around the mistakes is a bad choice as IMO that's a big part of what's landed the game in it's current state. A lot of people will play to the standard the game expects of them which is why you see things like this:

    https://www.youtube.com/watch?v=wAJ9InV3-MI
    (2)
    ~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,870
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Sebazy View Post
    Balancing around people's mistakes is bad.
    Yes and no, I feel. If a job is, to the vast majority of players, more difficult to optimize than other jobs and you give it nothing compensatory for that fact... then you basically just put it on most players' avoid lists.

    To me, it's fine that a given job has a bit of an advantage among your "95th percentile" and up kind of players... so long as it also is likely to underperform among your 25th and under or so. It'd just mean you couldn't balance the tiers of difficulty/optimizations among each job quite evenly which... yeah, would be nearly impossible to do and isn't worth pursuing over job identity.

    Better to have some slightly fewer options among your ego-parse/post-game BiS super-speedruns than for the average player to lose options just because a job is, as objectively as is possible, more difficult than others for zero reward.

    (To be clear, that reward doesn't always have to be total direct throughput. It could be flexibility or the like... so long as that flexibility were actually relevance.)
    (0)