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Thread: 2-minute meta

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  1. #1
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    3,246
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by mallleable View Post
    Except yeah you can, and it's happed before. Back in Shadowbringers, WAR could do 5 Fell Cleves during Inner Release, and it was on a 90 second cooldown, but it was tough because Inner Release was just a short buff and so the amount of Fell Cleaves one can preform was dependent on GCD speed, and ping. So when it was demanded that its cooldown be reduced to 60 seconds to align with buffs better, and be given a stack treatment it lost 2 uses of Fell Cleave as a result. So it's as simple as the more frequently a skill can be used, the lower its potency/damage potential.
    ??? you just confirmed what I said.
    They took IR, a 90 second cooldown that did not fit into their new 2-minute meta and therefore put a lot of warrior's potency outside of the new buff window, and turned it into a 60 second cooldown while also reducing it's overall length so you can comfortably get all your big hitters into the 15 second window every 2 minutes.
    It was reworked for the new 2-min meta or it would've fallen even further behind than it already did on Endwalker launch.

    Inner Release was able to be a 90 second cooldown before exactly because there was no unified 2-minute buff window, you had buffs with 60, 90, 120 and 180 second cooldowns which spread out the party buffs and allowed for jobs with odd burst timings to still be viable.
    (5)
    Last edited by Absurdity; 02-01-2024 at 03:03 PM.

  2. #2
    Player
    mallleable's Avatar
    Join Date
    May 2021
    Posts
    1,384
    Character
    Malia Tri'el
    World
    Behemoth
    Main Class
    Bard Lv 100
    Quote Originally Posted by Absurdity View Post
    ??? you just confirmed what I said.
    They took IR, a 90 second cooldown that did not fit into their new 2-minute meta and therefore put a lot of warrior's potency outside of the new buff window, and turned it into a 60 second cooldown while also reducing it's overall length so you can comfortably get all your big hitters into the 15 second window every 2 minutes.
    It was reworked for the new 2-min meta or it would've fallen even further behind than it already did on Endwalker launch.

    Inner Release was able to be a 90 second cooldown before exactly because there was no unified 2-minute buff window, you had buffs with 60, 90, 120 and 180 second cooldowns which spread out the party buffs and allowed for jobs with odd burst timings to still be viable.
    You said that potency cannot be pulled out of raid buffs, I'm trying to demonstrate that it can be. Let's say that they reduced the cooldown of Inner Release even further, and now it has a 40 second cool down. It can still comfortably, and consistently be used under raid buffs, but you will be using it twice as often outside of buffs -- assuming full uptime. Its damage output would have to be adjusted to compensate that it will be used even more frequently than it is now. In this scenario we probably don't want to remove any more uses of Fell Cleave, we'll keep it at three so their potency would have to be reduced, and potentially redistributed elsewhere like its Storm's combo. WAR will still be dealing relatively high burst damage, and it will still be able to burst under buffs, but its damage spikes will be less severe, and its damage profile will be a little more evened out. Potency has been pulled out of raid buffs.

    Quote Originally Posted by VentVanitas View Post
    what potential? Divine Might is a cookie-cutter "1-2-3 get 4" mechanic that literally every tank has. It's Burst Strike, Fell Cleave and Bloodspiller. there's barely anything inherently unique about it or its usage in PLD's rotation other than Holy Spirit being a ranged attack
    One of these ideas is bound to stick

    letting more physical attacks grant Divine Might
    letting it stack
    grants multiple stacks
    add heavier hitting spells with steeper MP costs
    letting it affect utility spells like Clemency
    letting it affect utility spells, and giving PLD more utility spells (after cleaning up action bloat of course)
    utility spells used under Divine Might gain additional effects on top of being instant
    damage spells used under Divine Might gain additional effects on top of being instant, and increasing in potency
    Divine Might imbues certain melee attacks with holy magic
    spells used under Divine Might reduce the cooldown of other magic related actions
    invert the concept, and have hard cast spells grant some kind of useful buff for physical actions

    Quote Originally Posted by Aravell View Post
    Yes, you see current PLD as stronger identity, I see current PLD as half of what it used to be.

    Old PLD had one phase for their roots as a gladiator and one for their new magic abilities as a PLD. That, to me, tied the job mechanics very well to the job lore. Mashing both FoF and req into the same phase feels like they deleted any tie to the gladiator side of the job in an effort to make the holy magic side stronger.
    Fair.
    (0)
    Last edited by mallleable; 02-01-2024 at 04:37 PM.