Seeing some mention that "losing dps out of your control is bad game design" and I want to throw in my 2 gil.
The back-and-forth is rife with miscommunication because an objective fact ("you will lose DPS due to factors out of your control") is being conflated with a subjective judgement ("losing damage in this way is bad game design"). The latter is what's causing this disconnect: what you consider bad game design is considered by others to be a source of engagement. Your view that it is bad game design is obviously a valid one, but please do not treat it as a universally accepted fact.
Agreeing with this, and speaking more broadly (not taking aim at anyone in this thread specifically--just something I've noticed over the years) there's often talk about how positionals are supposedly holding back fight design, but I don't think positionals are at fault. I think the blame lies solely with the playerbase and their neurotic desire to execute everything perfectly. We could have a fight where the average person is only able to hit 50% of their positionals, and it would be totally fine as long as the DPS check properly accounts for this. But the problem is we have too many players--casual and hardcore alike--who get upset when they're forced into situations where they can't do 100% of their damage. We got full melee uptime fights in Endwalker because people couldn't handle forced disconnects. Fights with dynamic timelines (like O7S) are a no-go because people were complaining about Dada vs Biblio opener uptime differences. Look at E4S and P8S - both are fights with TWO (2) potential timelines, yet people still complained. And fight design is not the only aspect of the game that suffers from this; just look at the state of some jobs today.
Even though Dawntrail is a step in the right direction, the fight designers will always be held back by their need to appease the players that get mad and try to argue it's 'bad game design' when their perfectionist tendencies are challenged. Removing positionals is not going to change this. I fully believe the devs are capable of creating interesting fights/mechanics/jobs/whatever as Dawntrail is beginning to show us, but until the playerbase gets over their need to be 100% optimal in everything, there's no chance in hell we are going to see the full potential of what devs can offer.
Deleted and reposted as I forgot to include the quotes, my mistake.


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