Add gunbreaker too if double down doesn't crit it does so much less damage lol.
Add gunbreaker too if double down doesn't crit it does so much less damage lol.
I'll always be in favor of priority based rotations as they are so much more engaging than a never changing rotation.
I played HW MCH and "1-1-1-2-1-2-1" was not fun when you were out of ammo and RNG was not on your side. Ammo existed as a mechanic specifically to ignore the RNG in the rotation. It did have a classic "1-2-3" rotation like almost all other jobs and it used it to build battery charge, but without ammo, being able to progress to the next weaponskill in the 1-2-3 was RNG and it wasn't fun or engaging.MCH also had all of its rng/procs stripped back in ShB, and it was like BRD a fully rng proc based job (meaning it had no basic deterministic combos). I have stopped hoping the job would see Reload and ammo come back to make its filler less boring for a long time as obviously it's never going to happen: they'd rather delete rng from controversial jobs like AST than do the opposite to any job.
DNC's RNG is OK in my book at least in higher levels because the flow is better and there's so many other things to press, but I would never go back to old MCH.
They really should have a wide variety of approaches for each job within sub roles. Even just having faster GCD on some would spice things up. If Criticals introduce too much variance, use the current auto crit for biggest hits or remove their ability to crit at all and give plenty of potency.
Going further Tanks and Healers should have their core skills examined and distilled to the point where they have few similar buttons that are certainly required for the content and rest of the kit goes absolutely wild.
Even better if they could just straight up make tanking and healing being a swappable subrole, melees can tank, casters can heal. But that level of change is never going to happen.
yall act like you are not all just going to the balance for your full rotation break down and print out anyways..
As I have noticed over 3 expansions some just doesn't like RNG as a concept, especially the raiders (See SB AST). No one wants to play with luck. The only possible and consistent RNG comes from landing critical hits. I wouldn't be too surprised if someone figured out how to be rid of that as well. That's not the type of gameplay that they want.
It would be nice to have that back for a few classes. However, I just don't see that happening since whoever wanted it gone in the first place will fight to keep it that way.
Isnt RNG procs the most complained thing about Dancer? I hear it a lot.
99.99% chance probably a Titanman alt
Bumping for support. I can't show off my Gambler title anymore because RNG has been relegated purely to the Gold Saucer, Housing lottery and FSH. Oh and praying I don't get Aurum or Dzemael in leveling roulette.
Out of all the classes available to us, why not give one that is RNG or proc-based? AST especially makes no sense to have it's randomness removed from cards unless they're turning it into a "Starry WHM".
Is it that much harder to design as a gameplay loop? What's the proper reasoning for moving away from that? I can't understand their entire removal from combat classes, especially with the fact that there are many options without those elements if one dislikes them so much.
Sorry to burst your bubble, but every rotation is technically a priority based rotation, the difference is how often you have to change your priority.
What is Dragoon's priority? Keeping your damage buff and DoT up. This is why you start with Chaotic Spring combo, then use Heaven's Thrust combo, then back to Chaotic Spring etc. The only time this will change is if you disengage from a boss and so the timer's suddenly don't line up as nicely. You then have to make an on the fly decision as to what to prioritise.
Paladin has no RNG in it's rotation, however, it is also described as a priority rotation, where the priority is flipped when you go into burst.
As for what have called 'priority based rotations', which is just RNG procs changing things more often, it basically boils down to, press the shiny, unless it is to be saved for burst. But every job pools resources for burst, so it is hardly ground-breaking.
Bard, Dancer and Red Mage all base their filler rotation on proc based gameplay.
Last edited by Mikey_R; 06-11-2024 at 02:50 AM.
If the devs hated RNG they wouldn't have added it to begin with. Removing RNG is a reaction to the community complaining about it any time it pops up.
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