Quote Originally Posted by Ramiee View Post
They made it so scattershot giving 10 heat makes it worth ignoring the ST combo sometimes for certain fight optimisation. That's pretty much all they've done since EW lol.
I have yet to find such a fight so far. I'd like more optimization with scattergun though because it just feels good (I'm probably heavily biased by pvp here not gonna lie), but I don't really see it much into single target right now. The loss in potency is just too steep to justify it. Like for instance with a standard 2.5s GCD you can use it before the 4min burst to get combo neutral for it and do a back to back double hypercharge (like for the 2min window), but from what I understand it's still not worth the loss and instead you can just do the standard double HC with a filler shot in between as usual.

Quote Originally Posted by dspguy View Post
Back in EW or ShB, they changed Bootshine to proc a guaranteed crit after Snap Punch. Wasn't Bootshine a glowy button then too? This just seems to me like an extension of that.
Bootshine critting has been a thing since ARR/HW. It had little to do with Snap Punch, and everything to do that you were required to be in Opo form for it to trigger, and Opo form has never been guaranteed on Bootshine, notably by using it Formless. Besides Bootshine/DK being formless unless you use Form Shift before the fight or a Coeurl Form just before (like Snap Punch as you say), it's varied across all expansions how Perfect Balance worked, and sometimes it just left you formless after use, and in some other expansions (like EW) it allowed for a freeform use of any form where DK/Bootshine was guaranteed being under Opo and not formless.

Up until the end ShB/EW rework, Bootshine and DK actually never glowed even under Opo, because back then the devs considered that the buttons were usable at any time (which has always been the case) and glowy buttons on combos should only show that the next button could be used so only Raptor and Coeurl moves glowed. It makes more sense today since Raptor and Coeurl moves aren't accessible if you're not in the correct form anyway so everything that has a Form glows since then.

But, point is, the glowy button on Opo serves an actual purpose because Opo as a form serves more than just "it's the next button to press". What's changed for DT is that the glowy buttons also show you which of the 2 skills of each Form is the next correct move, which has never been the case up until now. That and VPR design is what prompted me to start this thread and muse over it.

Quote Originally Posted by Lyth View Post
I'm really confused about where this discussion about 'burst-focused jobs' is coming from. I think part of the problem is that people are automatically assuming that aDPS means burst. The correlation is much more tenuous than that.



Here are two jobs on polar opposite ends of burst vs. continuous damage. Both have roughly the same aDPS and rDPS in the same run (give or take a couple hundred rDPS/aDPS). But there are some obvious differences in burst vs. consistent damage. If you want to assess how much burst a job has, look at its peak DPS under burst. Don't look for surrogate measures. You can evaluate this directly.

You can argue that all jobs have some degree of burst, given the existence of two minute raidbuffs. Double Reawaken is flashy, but the bulk of VPR's damage comes from persistently maintaining uptime.
If you're referring to the OP, I think we're not speaking about the same thing. The OP was specifically about job design and brought up whether all the meaning and player agency in the design of certain jobs could only be found in the burst and not in the filler (on autopilot), and it certainly didn't talk about damage profiles at all.

Quote Originally Posted by Lyth View Post
Nah. This is fairly standard fare for this subforum. This the melee equivalent of 'BLM is just F4 spam, amirite?' OP takes issue with regards to both positional gameplay and melee in general. Truth is, melee aren't the reason that physical ranged are being mistreated. It's just a byproduct of that archaic mindset from Stormblood onwards that physical ranged 'ought' to be treated as a lower tier of ranged gameplay because they don't have casts. I'd love for them to have parity, but they really need to take it up with their magical ranged counterparts. Leave us out of it.
Please stop misconstruing my posts and make up random bullshit about what I say. If you truly misunderstood everything to the point of bringing up damage profiles, rphys (????) and consistently replying beyond the point of the OP, I'm ready to explain again, but then just ask? So far i'm sorry but all I'm seeing is a troll trying to push for unrelated agendas.