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  1. #1
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Ah yes, Black Mage, the job renowned for rotational complexity and high APM.

    Black Mage gameplay is almost entirely contingent on positioning and movement tools. It's a strategy game, not a mechanical complexity game.
    (1)

  2. #2
    Player
    Join Date
    Oct 2021
    Posts
    959
    Quote Originally Posted by Lyth View Post
    Ah yes, Black Mage, the job renowned for rotational complexity and high APM.

    Black Mage gameplay is almost entirely contingent on positioning and movement tools. It's a strategy game, not a mechanical complexity game.
    "high APM" doesnt equally complexity at all, nonstandard black mage is far beyond literally any job in the game, especially melees lmao
    (1)

  3. #3
    Player
    AnotherPerson's Avatar
    Join Date
    Mar 2020
    Posts
    1,209
    Character
    Cain Andleft
    World
    Malboro
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Lyth View Post
    Ah yes, Black Mage, the job renowned for rotational complexity and high APM.

    Black Mage gameplay is almost entirely contingent on positioning and movement tools. It's a strategy game, not a mechanical complexity game.
    Casters had both. Old Summoner had rotational complexity / high APM before it was reworked in Endwalker. Black Mage had slow APM but very dynamic rotation that changes based on the encounter and what your party members do. RDM sat squarely in the middle of the two.

    Casters had both dynamic complexity and rotational complexity. Now they just have dynamic complexity vs what SMN is currently.
    (0)

  4. #4
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Quote Originally Posted by AnotherPerson View Post
    ...
    I think a lot of jobs are significantly less complex than they were previously. The problem is that fights tend to be static or have a set series of fixed permutations, so you can generally anticipate every outcome in advance. What makes Casters interesting is the planning aspect and anticipation around that. But that's not really a byproduct of rotation per se, it's more a byproduct of cast times and having interesting tools that allow for more or less movement situationally.

    That's also why I don't see Healers' dps rotations as a 'rotational' problem. You could add more variety in DPS tools and more timers to manage without really changing the difficulty a whole lot. It may make things subjectively more fun, but that's also another issue and much more difficult to qualify.
    (1)