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  1. #31
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,381
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by ElysiumDragon View Post
    The 2 minute meta likely exists because it makes for much easier job balancing as a whole, as you have a fixed scenario you can test jobs inside of.
    That much is very clear, at least. I find hard to believe that they would think of the 2min meta as such a "good concept to have creative job design upon", and just go with it because it makes their job much easier.

    I didn't do high end content in Stormblood (still lslowly getting into the game), but was the 'not-2min-meta' a jarring issue to the community or something that made many jobs not viable? If not, then we actually have a successful example of how it would be otherwise.
    (0)

  2. #32
    Player
    OdinelStarrei's Avatar
    Join Date
    Apr 2019
    Location
    Ishgard
    Posts
    363
    Character
    Odinel Starrei
    World
    Exodus
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Raikai View Post
    That much is very clear, at least. I find hard to believe that they would think of the 2min meta as such a "good concept to have creative job design upon", and just go with it because it makes their job much easier.

    I didn't do high end content in Stormblood (still lslowly getting into the game), but was the 'not-2min-meta' a jarring issue to the community or something that made many jobs not viable? If not, then we actually have a successful example of how it would be otherwise.
    I can extrapolate with my experience during the time. It's when I did tons of PF, and started really getting into job complexity.

    To say Stormblood was a "not 2 min-meta" is a bit reductive, because there certainly was a focus on the 2 minute, the 2 minute burst DID exist. However, Stormblood also had many, many jobs with deliberately misaligned cooldowns. We're talking 90s, 180s, and more instances of job specific 40s, 45s, 80s, 150s, and other just...odd timings that were job specific. What this meant is that every player had their own little world they were working in, sometimes, jobs would cross over during the burst window. I had the most experience with Dark Knight, which was actually a job with almost ZERO direct burst oGCDs, only a gauge depleter. What this meant is that if you were a party that had buffs centered in the "1 minute burst" such as NIN, or AST, DRK/SAM/MCH/WAR or really any offensive resource spending job would tune their resource generation mid rotation to put all their big damage spikes in there, provided it didn't screw up their OWN burst window. If you have a team that centered in the 90s burst, so MNK/DRG/RDM????, jobs would adjust their resource dumping into there instead. You see vestiges of this in "phased" ultimates today, where resources and cooldowns are held in reserve in the end of phasing once a DPS check has been passed. Think DSR P2 into P3, or P5 into P6. Not using all your resources, so you can open a phase with a massive burst of damage.

    So, in SB, you could have depending on your job, you might have something that looks like this.

    0 - Opener with potion, lacking resources, but that's ok if you gain a usage
    20-40s - Personal buffs/resource generation
    1m - micro burst/heavy burst depending on party comp
    1m 30s - micro burst/heavy burst depending on party comp/ALSO CRITICALLY A BACK UP BUFF WINDOW FOR PEOPLE WHO MAY HAVE DIED OR MISALIGNED
    2m - usually a heavy burst, with things like Chain Stratagem
    3m - 1 mins, 90s, and 3 mins meet up here again, good place to realign CDs
    4m - 1 mins / 2 mins hanging out again
    4m 30s - 90s hanging out again, potion is back up, but if the fight allows, IT CAN BE HELD
    5m - 1 mins hanging out again
    6m - THE BIG ONE, where everyone in the entire group can burst, with potion if allowed by killtime, if done properly, this is higher damage than the opener
    7m - start of the new loop, but if you can gain damage, 90s can hold their last usage to line with 2mins again in a last ditch effort to kill the boss, or potentially gain time in speedkills

    In Endwalker, once Trick Attack was moved off of the 1 minute, this entire, relatively forgiving system that was more about maintaining your own rotation gets devolved into a big conference meeting every two minutes. Your own "power moments" were removed or scaled back in effectiveness, and "the team's power moments" were GIGANTIC. Very low valleys, incredibly high peaks. And if you weren't there for the peaks, you are screwed, and you can't fix it.

    0 - Opener, pot.
    1m - personal buffs, if you even have them
    2m - Burst
    3m - personal buffs
    4m - Burst
    5m - personal buffs
    6m - Burst, with pot
    7m - personal buffs
    8m - Burst
    etc etc

    That being said, Stormblood did have problems. We still had a bad WHM experience, we still had things like slashing debuff that made jobs like NIN and WAR even more desirable, on launch we had a few serious issues that needed patches, but by 4.3 it was mostly figured out. Then in 5.0 all that work was thrown away, when all we needed was more focus on fixing system issues in SB, rather than throwing away the baby with the bathwater in ShB, getting a new baby, and then throwing away the new baby as well as the entire bathroom when EW rolled around.

    It's certainly easier to design EW compared to SB. But the combat, not the encounters, but the combat itself has suffered immensely, and I would almost say, has stagnated. Every single fight except for ultimates due to forced phasing plays nearly identical on a pure mechanical rotation execution standpoint because of this, and I ultimately think it makes for worse players because no one who is below ultimate can flex or tune their rotation depending on the situation or have an ability to demonstrate individual job rotation understanding and proficiency, since everything is shoved into 2 mins, and the rest of the rotation is dead space. I think it limits job growth.
    (14)
    Last edited by OdinelStarrei; 09-11-2023 at 05:51 AM.
    Quote Originally Posted by CelestaRosa View Post
    this is my opinion. don't have share my opinion. don't have like my opinion. but know nothing you say or do is gonna make me change my opinion. if don't like that tough.

  3. #33
    Player
    OgruMogru's Avatar
    Join Date
    Jun 2017
    Posts
    683
    Character
    Ogru Magnataraxia
    World
    Lich
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by OdinelStarrei View Post

    It's certainly easier to design EW compared to SB. But the combat, not the encounters, but the combat itself has suffered immensely, and I would almost say, has stagnated. Every single fight except for ultimates due to forced phasing plays nearly identical on a pure mechanical rotation execution standpoint because of this, and I ultimately think it makes for worse players because no one who is below ultimate can flex or tune their rotation depending on the situation or have an ability to demonstrate individual job rotation understanding and proficiency, since everything is shoved into 2 mins, and the rest of the rotation is dead space. I think it limits job growth.
    This has also resulted in player attitude where instead of what you can do for the team, it's what the team can do for you at each 2min point. It's so dogmatic and pass/fail that the moment something deviates by 1 second people get all pinched and angry because it's scuppered their max potential for the entire fight.
    (3)

  4. #34
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,381
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by OdinelStarrei View Post
    To say Stormblood was a "not 2 min-meta" is a bit reductive
    Thanks for the detailed answer! Probably should've worded it differently, meant more 'not just 2min meta', just like you described.

    Honestly, by what you wrote, is clear that the flow was more interesting. You actually had to put your brains to think regarding your party composition, especially being able to seize a better re-alignment moment.

    The 2min meta we have nowadays - at least to my experience - is basically a game of reflexes and muscle memory, and not combat intelligence and situational awareness.

    I'd rather have encounters with less of a puzzle aspect if it meant to have jobs back to the point where we needed to use our brains to make the best out of our roles (reminds me of how melee lost their uptime optimization).
    (1)

  5. #35
    Player
    ThaCa's Avatar
    Join Date
    Mar 2022
    Posts
    853
    Character
    Wise Fuchsia
    World
    Phantom
    Main Class
    Summoner Lv 90
    They should just make all DPS greedy and remove party buffs completely. That would open up design for each Job a lot when nobody has to align things outside of their own kit. It would also make balancing easier because they can just adjust Job spesific numbers instead of having to count on outside stuff like party buffs.
    (2)

  6. #36
    Player
    Zarkovitch's Avatar
    Join Date
    Nov 2014
    Posts
    671
    Character
    Sid Zarkovitch
    World
    Siren
    Main Class
    Gladiator Lv 100
    Seriously if they keep continue being same gameplay as EW. the game is dead. Like, really gameplay is no more fun if they release it. Each time there expansion there new painting of gameplay, but if the game is same as last one. What's the reason to play it. Already, story is lacking after 6.0 ending. Already Endwalker is at it's end and the game is level of Mediocrity for a veteran player.
    (5)

  7. #37
    Player FenyxRising's Avatar
    Join Date
    Aug 2023
    Posts
    234
    Character
    Fenyx Rising
    World
    Adamantoise
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Zarkovitch View Post
    Seriously if they keep continue being same gameplay as EW. the game is dead. Like, really gameplay is no more fun if they release it. Each time there expansion there new painting of gameplay, but if the game is same as last one. What's the reason to play it. Already, story is lacking after 6.0 ending. Already Endwalker is at it's end and the game is level of Mediocrity for a veteran player.
    It's not just the same gameplay really, it's like worse and worse gameplay.
    (3)

  8. #38
    Player
    KageTokage's Avatar
    Join Date
    Feb 2017
    Posts
    7,093
    Character
    Alijana Tumet
    World
    Cactuar
    Main Class
    Ninja Lv 100
    it's honestly hard to get excited about new jobs as long as things remain in their current state because having to balance around the current buff windows necessitates homogenizing things.
    (4)

  9. #39
    Player
    Teno's Avatar
    Join Date
    Jul 2014
    Posts
    873
    Character
    Teno Gestalt
    World
    Moogle
    Main Class
    Sage Lv 100
    I don't mind the encounter design as much as I do the bad gameplay for so many jobs (healers !!!). If they could make some more proc and reaction based skills/combos (like in pvp), but I guess that'd detract from their boring 2-min meta.
    (5)

  10. #40
    Player
    Tanis_Ebonhart's Avatar
    Join Date
    Sep 2021
    Posts
    646
    Character
    Klee Zunners
    World
    Midgardsormr
    Main Class
    Monk Lv 88
    I mean, every game has their type of meta. If they changed it, then what comes after would be the meta and people would complain about that.

    The meta only really matters in the hardest content anyway.
    (0)

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