Results -9 to 0 of 1188

Threaded View

  1. #10
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,340
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Renathras View Post
    Yes, but this is true of one-button DPS as well. This is an argument against all change. I think MOST OF US recognize that healing in this game has to have a complete revamp from the foundation to the rafters. I mean, maybe I'm wrong about that, but I think that's what all sober-minded appraisals have come down to. The problems are so fundamental, they require a complete shift to work. "We've had them for so long/grandfathered in" works just as well for one-button DPS rotations as well.
    Does it? Because as far as I can see, we've had the 'current DPS rotation' design since SHB (so, 3 years, 4 by the time 7.0 launches). By comparison, we've had OGCD healing tools to support our healing output since... ARR's relaunch, 10 years ago? Granted, we had less of them back then, but what we have now, where healing is almost entirely handled via OGCDs, is a natural evolution of that, because it's not very easy to add a new GCD healing tool with a niche that makes it feel good to use, compared to an OGCD one. Look how hard it is for the devs to work out how to add a new Kenki spender in place of Kaiten

    If anything is 'grandfathered in' about the damage side of things, surely it's the ARR-SB era design?

    Quote Originally Posted by Renathras View Post
    1) That depends entirely on HOW it's implemented (e.g. I've proposed some before where the difference is negligible, and generally, been told the difference was too small and not enough "reward" for the "more work"),
    2) This is a very mechanical view - many people like how their Jobs feel to play, so a mechanical argument of "you're only losing out on 0.001% damage" isn't going to help if they FEEL the Job feels bad to play post-change,
    1: Was this 'not enough reward (potency)' or 'not enough reward (difference in gameplay from current design)' because the two are very different things. Energy Drain's continued existence and defense by some players should prove that it doesn't matter how small a potency gain 'optimization tricks' give us, the fact there's a difference is what motivates those optimizers to do what they do. You can stand on the boss's ass the whole fight and miss two positionals a minute as NIN (the Armor Crushes) totaling 80p loss per min. You'll still see NINs go for the side positional, because it's more damage.

    2: I am not entirely sure you can judge 'how a job feels' if the design hasn't even been implemented. Just seeing a DOT in the kit and going 'ew a DOT' is not really a good reason to naysay the whole design. I can just as easily posit that the average player would be ecstatic to play my design, that after just one EX roulette with it, the increased mobility the instantcasts afford them, the more powerful feeling AOE burst, the 'exhilarating heal work' they can do using not only the new gaugespending heal tool but also the new shield-applying Lily spells, they will flock to the forums to say 'thank you Yoshida WHM is so good now' and all buy the Cruise Chaser on the Mogstation to show their appreciation
    (4)
    Last edited by ForsakenRoe; 09-07-2023 at 12:56 AM.