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  1. #27
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,997
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Renathras View Post
    What are you on about?
    Exactly what I said. You literally took a quote from another thread and stuck inside the quote brackets of a post from this thread.

    Quote Originally Posted by Renathras
    "Which, in early ARR" - in early ARR, WHM had no functional oGCD healing and both WHM and SCH had to GCD heal all the time and frequently not go into Cleric or even not damage at all.
    Which has literally... what... to do with whether would be a waste of time to allow for dungeons / Expert Roulette to be of enjoyable use to a larger range of players?

    Once again (until such time as dungeons are dying from such low participant counts that any sort of additional options beyond just the one form each of Leveling and Expert Roulette would kill off that content type), it isn't zero sum.

    You've given no reason why middle-of-the-road difficulty shouldn't be available to 4-man content even while 8-man boss-fights alone (a narrower category) support everything from the most casual level of difficulty to the hardest.

    Quote Originally Posted by Renathras
    I THINK that difficult content should be compartmentalized and not spill over to the entire rest of the game.
    There's a large difference between wanting difficult content to "spill over" to the rest of the game and simply wanting to see a return to some of what we already previously had --before the combined effects of nerfs even to casual content, job simplification, and potency creep-- or wanting to widen the range of engagement available to different content types.

    Quote Originally Posted by Renathras
    I gave you reasons - a LOT of reasons. Instead of ANY. OF. YOU. saying why my reasons were wrong, you gave your own reasons for why stacking wouldn't add skill expression...but simply ignored any and all arguments I made.
    Which were separately addressed before dealing with the two that actually mattered (that all others were seemingly meant to support) -- (A) whether it would actually increase skill expression, and (B) whether it would, in net effect, create more compelling gameplay.

    You've mentioned that it can be more easily used for movement, since misuse can't typically thereby punish the player if movement requirements are infrequent (since you essentially get n freebies per minute). But that does not necessarily make the design more engaging, just as splitting heals into at-cost and no-cost, skipping over all in between, does not necessarily make design more engaging. (It is usually the opposite.)

    You've claimed that it increases the required foresight. But merely offsetting a portion of that decision-making as foolproof does not increased required foresight; it just means that it's no longer rewarded until you pass that threshold, returning to what can be punished.

    More centrally, you claimed that it increases skill expression. But neither adding nor (net) enhancing considerations, all while offsetting, simplifying, and devaluing what remains... does not add skill expression. It at best just gives more slack, removing much of that skill expression where the utility mismanaged is rarely needed while giving the players who would initially benefit more to hang themselves with when that utility is needed.

    Again, I don't think it would be the worst thing to happen, but, especially if the duration per application were significantly shorter than now, it would be a downgrade to even the current design, let alone other suggestions here.
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    Last edited by Shurrikhan; 08-26-2023 at 01:58 PM.