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  1. #1
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,790
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    On why he's removed randomness from jobs:
    This is the result of focusing on making tactics more stable while still leaving room for innovation. For example, up to Patch 6.X, the damage efficiency of the Thunder magic Proc effects will decrease unless you use them at the very end of the original debuff effect time, but the specifications are very difficult for beginners to understand in the first place.

    it comes down to "Once you've mastered the basics, how can you add your own ideas from there?" In the astrologian's case, "which card to use, when, and for whom" depends on the party and content, so randomness has not been completely eliminated. You can draw a set of four cards every 60 seconds, so you can choose which cards at which timing, such as by using cards with recovery effects to create opportunities for attacks. That judgment is where you can show off your skills as an astrologer. In this way, while reducing the randomness caused by random numbers, we have intentionally adjusted the areas where player skill is important to be wide-ranging.

    The aim is to reduce the importance of so-called "synergy combinations" in battle. If synergy alignment is placed at the center of the timeline, everyone will end up with similar skill rotations, and above all, the individuality of each job will be diminished. In feedback from players, we've heard many say they don't want job performance to be evened out any further, and I'm also the type of person who feels it's more fun to have a different gaming experience for each player.

    With this in mind, we placed emphasis on a format in which "we prepare a base movement for each job, and then individuals can devise ways to suit the content.'" The same reason is why we increased the duration of damage reduction actions. You can now use it much in advance of the enemy's moves, so I think using it before the controls get busy will give you time to take a closer look at the gimmick. This policy also has benefits for the development team, and by giving the player more leeway, we can come up with innovative ideas. Therefore, I hope we can find a good compromise that will be a win-win for both parties.
    So Yoshi-P explained that RNG is being removed so that it can be more skill based and also on BLM for example procs were being pushed right to the end of the rotation and were only just barely optimal at certain points, which new players may not be aware of.

    He explained AST saying it would make it more skill based and argued there is already some RNG, which is the party makeup and their needs.

    They also said in the last live letter that they had a lot of feedback saying they like the RNG but also a lot of feedback saying they don't like the RNG.
    (2)

  2. #2
    Player Mawlzy's Avatar
    Join Date
    Sep 2023
    Posts
    2,824
    Character
    Jessa Marko
    World
    Adamantoise
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Jeeqbit View Post
    On why he's removed randomness from jobs:


    So Yoshi-P explained that RNG is being removed so that it can be more skill based and also on BLM for example procs were being pushed right to the end of the rotation and were only just barely optimal at certain points, which new players may not be aware of.

    He explained AST saying it would make it more skill based and argued there is already some RNG, which is the party makeup and their needs.

    They also said in the last live letter that they had a lot of feedback saying they like the RNG but also a lot of feedback saying they don't like the RNG.
    Wouldn't the obvious response to such feedback be to preserve RNG in jobs that have traditionally featured it, while keeping it out of other jobs?
    (7)

  3. #3
    Player
    vetch's Avatar
    Join Date
    Aug 2022
    Location
    back on my free trial account
    Posts
    462
    Character
    Discount Hrothgar
    World
    Zalera
    Main Class
    Botanist Lv 90
    Quote Originally Posted by Jeeqbit View Post
    So Yoshi-P explained that RNG is being removed so that it can be more skill based and also on BLM for example procs were being pushed right to the end of the rotation and were only just barely optimal at certain points, which new players may not be aware of.

    He explained AST saying it would make it more skill based and argued there is already some RNG, which is the party makeup and their needs.
    There goes Yoshida making up bullshit false dichotomies again. Planning around RNG correctly is a skill. RNG jobs are skill-based. They just ask for other skills besides 'do your 20-step rotation and don't drift your cooldowns'.

    File this one in the Yoshida's Nonsense Bin with his 'pure/barrier healer' split and his 'main/off-tank' split.
    (10)
    he/him

  4. #4
    Player Mawlzy's Avatar
    Join Date
    Sep 2023
    Posts
    2,824
    Character
    Jessa Marko
    World
    Adamantoise
    Main Class
    Machinist Lv 100
    Quote Originally Posted by vetch View Post
    There goes Yoshida making up bullshit false dichotomies again. Planning around RNG correctly is a skill. RNG jobs are skill-based. They just ask for other skills besides 'do your 20-step rotation and don't drift your cooldowns'.

    File this one in the Yoshida's Nonsense Bin with his 'pure/barrier healer' split and his 'main/off-tank' split.
    Yup. I'd go as far as saying rotations that have to consider RNG requires more skill (or at least more observation) than static sequences. The latter is simply memorization, which to me isn't particularly interesting.
    (3)

  5. #5
    Player
    Valkyrie_Lenneth's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    8,037
    Character
    Lynne Asteria
    World
    Jenova
    Main Class
    Viper Lv 100
    Quote Originally Posted by vetch View Post
    There goes Yoshida making up bullshit false dichotomies again. Planning around RNG correctly is a skill. RNG jobs are skill-based. They just ask for other skills besides 'do your 20-step rotation and don't drift your cooldowns'.

    File this one in the Yoshida's Nonsense Bin with his 'pure/barrier healer' split and his 'main/off-tank' split.



    I mean, getting boned by RNG isn't really a skill. It's just pure suffering.
    (4)

  6. #6
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,695
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Ah, I must also address this.

    Quote Originally Posted by Jeeqbit View Post
    On why he's removed randomness from jobs:

    So Yoshi-P explained that RNG is being removed so that it can be more skill based and also on BLM for example procs were being pushed right to the end of the rotation and were only just barely optimal at certain points, which new players may not be aware of.

    He explained AST saying it would make it more skill based and argued there is already some RNG, which is the party makeup and their needs.

    They also said in the last live letter that they had a lot of feedback saying they like the RNG but also a lot of feedback saying they don't like the RNG.
    On thundercloud: I mean if everything must be totally clear and limpid to very green beginners on thundercloud and every mechanic in the game by extension maybe, no wonder the current job design is what we're getting... If a mechanic like Thundercloud cannot exist because of this, there is one word for it: lowering the skill ceiling to the very immediate competence and understanding of the greenest sprout. So where does this leave us? Can't grow much into a job and the skills involved beyond what a sprout would initially understand. When you think about it, it's actually very worrying in my opinion. What he literally says here can be equated to saying that the skill ceiling should stop as soon as a player takes up the job? I'm sorry what?

    On AST's rng: well yeah, what he describes is literally every healer ever. You'll be adjusting your heals to whoever takes damage from mechanics, or at least the somewhat random ones (and we have seen how they suddenly love them role agnostic mechanics in the endwalker ultimates...). Of course you're not doing something completely static, or at least you'll see variations depending on the fight, as a healer. Because what those new cards are, even though I love that they actually got back some flavor even if misplaced/misexecuted flavor, is essentially just OGCD mitigations and heals on cooldown, nothing more, since the actual rng behind is gone. You can argue that there is rng in healing in fights, but I'm sorry but that's not job rng. On top of it, I don't understand nor comprehend how rng cards would be more synergistic than a... static loop? Like, isn't it exactly what the 2 min meta for example is? A static loop with max synergy potential every 120s? What does he think is going to happen with non rng damage cards? Yes, the only thing that remains, like for basic healing, is that the target of the card will change at times, if that's what he meant.
    (2)