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  1. #1
    Player
    Renathras's Avatar
    Join Date
    Dec 2014
    Posts
    2,747
    Character
    Ren Thras
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Honestly, I think the bigger point of discussion is how those buttons are used.

    MNK is one of the highest skill ceiling Jobs in the game (probably on par with BLM - some of the hyper optimization stuff for MNK is ridiculous), yet at 31 buttons has both less than my preferred 32 AND has the least of all the Melee Jobs AND is 3rd least in the game, only behind MCH and SMN. It probably also has the most involved "filler" in the game since its rotation is in a 2:2:3 resonance and even that is disrupted when you use Perfect Balance to get your two Nadis. It still has a complex burst besides this, so it's not "complex filler and empty burst", has several oGCDs to weave in said burst, and has the fastest GCD in the game making it even more busy.

    I think looking at how many buttons/hotbar spots a Job takes up IS useful since it gives us a good start in knowing what MIGHT have more than it needs, but not all Jobs need the same, not all Jobs need few, and Jobs can have few buttons while also having high complexity at the same time. What's important is how the buttons are used, if they all have a use, etc.

    Even on MNK, Riddle of Air and Fire could be combined (Air is literally just white auto-attack damage increase), so even there, there's room for trimming fat. But MNK also shows a Job doesn't need over 30 buttons to be a complex and interesting Job.

    Quote Originally Posted by Deo14 View Post
    I thought the argument was that not everyone is comfortable with the way controllers handle that 48 button layout. Was it just a side/off-topic comment?
    Yes, it was a side topic. I use 32 as a marker, but as I noted originally (wrongly, as it turns out), 30 could also be used. We could also use 24. As the MNK example shows, a high number does not necessarily equate to a high complexity or skill, so there's no magic "X number needed to be good". How much is too much will be subjective, though. I only use 32 specifically because there is a reasonable argument to be made for (some) controller players and that in general, 30 IS a lot of buttons. However, this thread wasn't to suggest that there IS a cap nothing should be above (as I said and always do; I prefer an all of the above situation where we have a spread and let people gravitate to what they like best), but rather to counter the idea that Healers have few of them relative to other Jobs. The lowest healers (WHM and SGE) are right about the average overall (~33), and AST and SCH are on the top end.

    .

    As to what "seems conflicting": Because as I say, not everyone plays everything. Just as with the difficulty and "4 Healers Model" discussions, I believe a spread is good and people can gravitate to whichever suites them best. Of all the things I say here, is this not a thing I'm consistent with to and beyond a fault?

    So the reason it's not a conflict is that I believe having a spread is good. I DO believe it's worth looking at different amounts to verify they're all useful, however.

    .

    Physic isn't a problem itself, it's like Shield Bash where the use case is too narrow. They should give it the Vercure treatment. It's now a distinct ability from the SCH one, so there's legitimately no reason for it to be linked to MND. That said, it's actually useful for players level 50 and below, which includes PotD. Honestly, Energy Drain/Siphon/Fester/Painflare are the first place I'd point to for SMN button bloat. They could just make Siphon and Painflare do the Drain/Fester damage to their first target and then have their falloff damage. There's genuinely no reason for them to be separate buttons, and Energy Drain, Energy Siphon, and Fester don't even fit SMN's aesthetic anyway. As I said elsewhere, they could just have Baha/Phoenix give you your Ruin 4 charge for the minute and remove the rest and nothing of value would be lost, OR remove all but Painflare, make it do the same damage to the first target as (ED + Fester + Fester) / 3, give it a 20 sec CD and 3 charge stack. Amusingly, this would probably actually increase SMN's skill ceiling slightly (reward pooling and burst spending rather than using on CD), but it's such a marginal difference it would more be a side-grade anyway.

    SMN and RDM are probably the two best Jobs in the game in terms of hotbar economy. That's not a negative. SMN is pretty good and feels finished to me. Subjective thing is subjective, though.
    (1)
    Last edited by Renathras; 08-11-2023 at 12:20 PM. Reason: EDIT for length

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,863
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by fulminating View Post
    If by hyper optimisation you’re referring to gcd based frame rate locking, role distance from you and whatever else was in the 5.3 game’s haunted monk guide then it’s more silliness than practicality.
    Given the present tense in that sentence... wouldn't one normally just assume that's referring to ("Optimal Drift") Monk in Endwalker?

    Quote Originally Posted by Renathras View Post
    Yes, it was a side topic. I use 32 as a marker, but as I noted originally (wrongly, as it turns out), 30 could also be used. We could also use 24. As the MNK example shows, a high number does not necessarily equate to a high complexity or skill, so there's no magic "X number needed to be good". How much is too much will be subjective, though. I only use 32 specifically because there is a reasonable argument to be made for (some) controller players and that in general, 30 IS a lot of buttons.
    For me, it's just because of the number of intercepting common multiples at 32 (the next being 36). And, yeah, 32 is generally quite a few buttons... if our buttons were actually densely versatile.

    Quote Originally Posted by Renathras
    Physic isn't a problem itself, it's like Shield Bash where the use case is too narrow. They should give it the Vercure treatment. It's now a distinct ability from the SCH one, so there's legitimately no reason for it to be linked to MND.
    Agreed. So long as SMN is to share roots with SCH, it makes no sense to deny it use of Physick by pruning it from an upgrade to said roots, nor does it make sense to continue to effectively deny SMN use of Physick after level 41 by leaving it tied solely to MND.

    Quote Originally Posted by Renathras
    2:2:3 resonance
    Mostly, but it's actually because it's not perfectly in ratio that Perfect Balance, even pre-Blitz / in itself, leaves room for optimization.

    Quote Originally Posted by Renathras
    Even on MNK, Riddle of Air and Fire could be combined (Air is literally just white auto-attack damage increase)
    Ultimately, that just comes down to 1 thing above all: Do at least half of Monks enjoy having an off-rhythm button to press that slightly separates (default) full burst from mini-burst windows without relying just on raid-buffs to do so?

    Because they're not the same CDs. Pretty uniquely (Bloodfest and Salted Earth are the only others filling that function) and, if that relative uniqueness is any indicator, intentionally.

    Quote Originally Posted by Renathras
    SMN is pretty good and feels finished to me.
    ...Annnd you lost me.

    :: I'll agree that SMN is unnecessarily button-bloated given that few of its available 'levers' are ever given use cases, but consolidating it further seems a far worse path to take than giving it additional available decisions by adding some available nuance to those currently barebone actions / unnecessary buttons.
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