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  1. #1
    Player
    Bloody_Kenny's Avatar
    Join Date
    Jun 2016
    Posts
    38
    Character
    Goro Majima
    World
    Cerberus
    Main Class
    Black Mage Lv 90
    I still don't understand the process of thinking behind removing non-standard. If it is not the intended way to play, then what is the intended way then? My tinfoil hat theory is that in the eyes of devs, BLM is never supposed to be this high-damage job. They give BLM such high numbers so it can make up for the fact that the average standard rotation player will fumble and lose uptime during the mechanics they create for the fight. And the damage will be equal to that of other casters in the end. EW was the first time I raided as BLM and some fights felt like no one gave a thought about how BLW would solve that. "Let's make them run back and forth nonstop for a minute! Who, BLM? They will figure something out, I dunno."

    Of all the changes in DT, I only welcome Fire Paradox being instant and always giving Firestarter. Everything else is horrible.
    (6)

  2. #2
    Player
    Taranok's Avatar
    Join Date
    Mar 2015
    Posts
    797
    Character
    Arilaya Syldove
    World
    Brynhildr
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Bloody_Kenny View Post
    I still don't understand the process of thinking behind removing non-standard. If it is not the intended way to play, then what is the intended way then? My tinfoil hat theory is that in the eyes of devs, BLM is never supposed to be this high-damage job. They give BLM such high numbers so it can make up for the fact that the average standard rotation player will fumble and lose uptime during the mechanics they create for the fight. And the damage will be equal to that of other casters in the end.
    The intended way is to maximize fire 4 use. Nonstandard is a consequence of a decision made back in HW where the devs wanted to: Reduce the amount of spam of any 1 button you did on a class (SMN was a huge offender of this in ARR,) and 2, co-opting old design elements to achieve this, in this case the timers (and fire 4 not refreshing them.)

    ARR had nonstandard due to the fire 1 rotation, bad netcode, and server MP tics. HW had no nonstandard. The only thing nonstandard about SB is that the BLM community couldn't agree on if you should sharpcast thundercloud or firestarter. Thundercloud was more damage, firestarter safer. The first instance of nonstandard creeping into the class again is from Shadowbringers with the discovery of hypermeme. Hypermeme became a thing because the classes rotation is structured around the timers. And unfortunately, because of the timers needing to finally be 15s from SBs 13s and HW's 10/11s durations, it enabled this exploit's eventual discovery. Fun fact, the original timers for thundercloud and firestarter were something like 8 and 12 seconds. They kept extending it to make it more user friendly, and accidentally re-enabled an ARR nonstandard once firestarter hit 30s.

    EW was the first time I raided as BLM and some fights felt like no one gave a thought about how BLW would solve that. "Let's make them run back and forth nonstop for a minute! Who, BLM? They will figure something out, I dunno."
    This is why I think EW is the worst expansion the game has had since heavensward. They designed the fights with this high-octane 'move move move!' fight design that wasn't even really seen in UWU. I ended up roughly estimating the raw amount of movement done in all of TEA during boss uptime, and found that you literally moved less during all 18 minutes of TEA than you did during a 2 minute stretch preceding and including purgation. I could go on and on about how Endwalker basically reversed the difficulty.

    Before EW, difficulty was mostly "Hard telegraph, easy solution." The solution typically didn't require a lot of movement to get into a solved state. EW has been mostly "Easy telegraph, hard solution." You know what to do very quickly, but executing on it is absolutely awful. I have had more mechanics fire out of order, or failed mechanics because I didn't react fast enough because the entire expansion has been absolutely awful with even 100 ping if it's slightly unstable. The tolerances are too tight, even on the so-called 'easy' fights.

    Here's hoping the devs remember that there's an entire role in the game that wants to actually sit still, and cast, and that movement is anathema to what makes this playstyle fun.
    (5)
    Last edited by Taranok; 06-07-2024 at 05:16 PM.

  3. #3
    Player
    Keichi's Avatar
    Join Date
    Sep 2022
    Posts
    287
    Character
    Maric Ward
    World
    Lich
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Bloody_Kenny View Post
    I still don't understand the process of thinking behind removing non-standard. If it is not the intended way to play, then what is the intended way then? My tinfoil hat theory is that in the eyes of devs, BLM is never supposed to be this high-damage job. They give BLM such high numbers so it can make up for the fact that the average standard rotation player will fumble and lose uptime during the mechanics they create for the fight. And the damage will be equal to that of other casters in the end. EW was the first time I raided as BLM and some fights felt like no one gave a thought about how BLW would solve that. "Let's make them run back and forth nonstop for a minute! Who, BLM? They will figure something out, I dunno."

    Of all the changes in DT, I only welcome Fire Paradox being instant and always giving Firestarter. Everything else is horrible.
    The intended way is simply: shoot up all your mp in fire Mode, switch to ice to recover it, and than shoot it away again in fire Mode.

    They added than some extra in the ice phase, for increasing the fire phase (ice shards).
    The big problem was only, that aside of that, was ice spells more or less useless. Because the mp came over time was it possible, to fill up your gauge, and still had only be 6k mp (happens to me sometimes, that i was ready for fire phase switched, and noticed than, that the mp wasnt full yet).

    This weekness is now removed. Ice spells gives the shard and it looks like, that you need on higher lvl only 1 ice spell to be ready again.
    They improved the wanted way and choiced the most logical way (let ice spells recover the mp). Its even stronger, as I tought (at last, if they dont change the number to release).

    It looks now, like it should have been the whole time.
    Why should illogical playways, who want to ignoring half of the setting of the class, be the wanted way of the class?
    That it was probably the better way, was mostly a "mistake" from the system.
    (3)