
Originally Posted by
KisaiTenshi
RNG is almost always "poor" gameplay. You're replacing skill with random chance. When it comes to optimal gameplay, a proc-based job will be passed over in favor of the non-proc-based play.
Where RNG can be "good" gameplay is when the proc itself bounces the variables. So you are never required to fire off the proc for optimal play, but if you press it correctly, your next chain adds more damage, or has less recast, or something like that, and it just stacks until you cast something the proc doesn't apply to, or get KO'd. Optimal gameplay is then simply "using" the proc rather than having hold off using the proc for the optimal usage time.
Like the problem with AST for example, is that the cards are random, thus you can't plan anything. So what you tend to run into are AST's who just either don't use the cards, or they use the cards on themselves because that extra time required to target another player reduces their DPS, or they miss a group heal or some excuse. Nevermind how useless it is to fish for the Cure1/Benefic1 proc. MP is not a problem anymore. Lucid Dreaming is available at level 14 (60s CD), the first dungeon is level 15. You used to not have a 'refresh' skill until level 36 (Shroud of Saints, 120s CD). So the need to fish for a "freecure" is non-existent.
When things are "random" in terms of their availability, then they are just not used, or sometimes just too much stress to use, what if I get "good proc" when I don't need it and it kills the CD when I need it? What if I get a proc that isn't useful here?
The actual design of the game has been stripping out a lot of things that make jobs and races different because otherwise people would build meta's of 'best in slot' gear + "best DPS", nothing else get's used. Remember that the original races had some very small (like 2 points) differences in stats. You used to be able to put bonus points into certain stats. You used to be able to meld elemental affinity to gear. All of that is "random" variables that a dungeon choreography can't deal with, and NPC players won't have. I would love for there to be reasons to swap, say a full "fire" affinity set with a full water affinity set to do more damage, or protect against certain bosses, but the actual dungeon design does not want you to do this. We've seen games do this, and players just wear the gear that makes them super strong just to go glass-cannon and one-shot the boss. Then they never use that gear again. Farm the dungeon till you get what you want, and then repeat for the next one.
That's why you can't really do RNG based combat in this game. It encourages players to play the optimal meta and ignore everything else.