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  1. #1
    Player
    TheMightyMollusk's Avatar
    Join Date
    May 2018
    Posts
    7,424
    Character
    Iyami Galvayra
    World
    Cactuar
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by WaxSw View Post
    This is false. If the job is truly complex and has depth the rotation changes from fight to fight because things like uptime, killtime, buff uptime and burst phases are different, look at blm and see how there are dozens of pages worth of optimization and there is basically a entire spreadsheet for every single endgame fight depending on factors like what strat do you follow or what your build is.
    And how often do you actually need to do any of this? I know some people enjoy optimization for the sheer sake of it (I used to play D&D 3.5, I know what number porn is like), but once you can reliably and smoothly clear a fight, how much actual point is there beyond padding your parses? If you know the fight inside out enough to get to that level of optimizing, then you've clearly already mastered it.
    (1)

  2. #2
    Player
    WaxSw's Avatar
    Join Date
    May 2019
    Posts
    660
    Character
    Waxillium Larede
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by TheMightyMollusk View Post
    And how often do you actually need to do any of this? I know some people enjoy optimization for the sheer sake of it (I used to play D&D 3.5, I know what number porn is like), but once you can reliably and smoothly clear a fight, how much actual point is there beyond padding your parses? If you know the fight inside out enough to get to that level of optimizing, then you've clearly already mastered it.
    Its not about being necessary or not, its about giving the players options and encouraging a deeper interaction with the game systems. Deep jobs give more options because you can choose how far you want to go into the mastery and optimization of a fight, giving said encounter a much bigger self life and replayability regardless of its challenge. Shallow and simpler jobs can't do that, they make even the hardest of fights feel samey and repetitive (and EW is proof of that) and the moment they are taken out of those fights the whole design crumbles.

    One is the equivalent of an F1 or a super car, even on a straight line they are the still fun to drive and you have options, the other is a roller coaster car, they 100% rely on the track otherwise they leave the person inside with nothing to enjoy or interact.
    (6)
    Quote Originally Posted by IttyBitty View Post
    Emnity management is a group responsibility, HP management is a group responsibility, Mitigation is a group responsibility ,DPS is a group responsibility
    Anybody saying "I only want to <x>" just tells me they are lazy and selfish.