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  1. #41
    Player
    Supersnow845's Avatar
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    Aug 2021
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    Gridania
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    7,009
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Lyth View Post
    'Is job design all about bursts' is both in the topic title itself and was the subject of discussion of the past page. It's fine if you want to talk about burst in the context of an actual burst-focused job like PCT, but it demonstrates a lack of knowledge to bring up a discussion of how jobs are 'too burst focused' in the context of VPR. I think a lot of people blindly look at aDPS without applying critical thinking around what the damage profiles actually look like.

    Either way, most jobs might seem 'played for you' if you have a printout of the rotation taped to the side of your monitor. But can you execute the rotation in a practical raid encounter while being completely dependent on external prompts rather than memory and keybinds? Actually, I take that back. You could totally do that on a 25 APM job. Just don't try it on a 50 APM one.
    I’m not sure why you place so much value on APM as the deciding factor of job complexity

    You don’t need a rotation taped to your monitor to play VPR, being fast doesn’t make it remotely hard, SAM is hard, but again not because it’s fast but because of its rotational design. VPR may press buttons twice as often as PCT but that doesn’t make it a hard job to play because VPR has no choice. Most of its APM comes from forced weaves, that doesn’t make the job any harder it just inflates its APM

    PCT is definitely burstier than VPR as motif dumping is a greater gain over aetherhue than reawaken is over VPR’s filler but still that doesn’t really relate to OP’s point, I read OP’s point as classes like MNK and VPR are full of false choice, why allow you to press basically any button in your rotation at any one time and act like there is choice involved when you are always going to press what “lights up” so to speak

    At least jobs like MCH don’t hide the fact that pressing the rotation out of order is not the correct action
    (4)
    As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.

    I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess

  2. #42
    Player
    Lyth's Avatar
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    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Quote Originally Posted by Carighan View Post
    I mean, they're no more on autopilot than any other job.

    Because, virtually all combat rotations in this game are static or quasi-static in nature. Meaning you can know 10, 20, 30, 100 GCDs in advance. And the only thing a glowie button or an autocombo does is collapse X of these GCDs into a single button that cycles between the skills. But functionally it makes 0 difference whether these are on the same button and swap out or do not, there's no variety either way. (In fact that's the big pro-argument for autocombos, there's no player agency either way so why even waste hotbar space on it for no reason)
    I'm a big fan of how VPR does the button cycling, since you can't really rely on tactile feedback to tell you the sequence. I know it's controversial, but I'd like to see more jobs take on this approach.

    Quote Originally Posted by Supersnow845 View Post
    PCT is definitely burstier than VPR as motif dumping is a greater gain over aetherhue than reawaken is over VPR’s filler but still that doesn’t really relate to OP’s point, I read OP’s point as classes like MNK and VPR are full of false choice, why allow you to press basically any button in your rotation at any one time and act like there is choice involved when you are always going to press what “lights up” so to speak
    I've never thought for a second that any of FFXIV's combat jobs were about 'choice.' You're not typing out a poem about your feelings around the encounter. You're executing a rotation. That means that there is one single best sequence that you execute pull after pull with machine-like precision. When you're clear ready on a fight, you generally can point at any specific mechanic and recall the exact GCD sequence that occurs at that point. That's how predictable the fight design is. Playing a faster job means that there's more of a focus on mechanical execution.
    (2)

  3. #43
    Player
    Ramiee's Avatar
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    Dec 2022
    Location
    Uldah
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    1,096
    Character
    Grainne Gothram
    World
    Cerberus
    Main Class
    Black Mage Lv 50
    Quote Originally Posted by Lyth View Post
    That's not the point being made. Did you look at the graphs?
    I'm just stating a fact that every job in the game is burst job, based around a 2 minute burst. It's completely inarguably true that it's the case right now because of how raidbuffs are designed and how CD timers are designed.
    (1)

  4. #44
    Player
    KageTokage's Avatar
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    Feb 2017
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    7,093
    Character
    Alijana Tumet
    World
    Cactuar
    Main Class
    Ninja Lv 100
    The two minute meta is just...not good design when it comes to overall engagement, how punishing it makes mistakes whether through deaths or suboptimal CD timing, and the amount of influence crit/DH RNG has on your overall DPS due to how much potency is tied to CDs.
    (1)

  5. #45
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    5,167
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Lyth View Post
    'Is job design all about bursts' is both in the topic title itself and was the subject of discussion of the past page. It's fine if you want to talk about burst in the context of an actual burst-focused job like PCT, but it demonstrates a lack of knowledge to bring up a discussion of how jobs are 'too burst focused' in the context of VPR. I think a lot of people blindly look at aDPS without applying critical thinking around what the damage profiles actually look like.

    Either way, most jobs might seem 'played for you' if you have a printout of the rotation taped to the side of your monitor. But can you execute the rotation in a practical raid encounter while being completely dependent on external prompts rather than memory and keybinds? Actually, I take that back. You could totally do that on a 25 APM job. Just don't try it on a 50 APM one.
    See the problem is that we keep explaining to you what the OP means but you're still stuck on reading a bunch of words that your misunderstood and don't seem to be willing to get past the title of the thread. Still completely missing the point and digging more instead of stepping back and reconsidering.

    No matter if a job caters more of its damage into its burst or if it's a bit more spread out, one of the points of the OP was, again, on the rotational design that seems to only care about bursts and not filler gameplay. I was talking about design meaning and agency, and not damage profiles.

    Quote Originally Posted by Lyth View Post
    I've never thought for a second that any of FFXIV's combat jobs were about 'choice.' You're not typing out a poem about your feelings around the encounter. You're executing a rotation. That means that there is one single best sequence that you execute pull after pull with machine-like precision. When you're clear ready on a fight, you generally can point at any specific mechanic and recall the exact GCD sequence that occurs at that point. That's how predictable the fight design is. Playing a faster job means that there's more of a focus on mechanical execution.
    Then you'd have thought wrong. We used to have more of those jobs that were actually, indeed, about occasional choices based on rng, and MCH comes to mind immediately as one example. DNC used to be in its first iteration in ShB as well with flourish prep. Current BRD and DNC still have choices and triaging to do during their bursts even if DT added more fixed state buttons that reduce the rng somewhat. You cannot just print out a script that would autoplay on BRD or DNC because of rng. And within proc rng design, there is also two different levels: level 0 being what we have with DNC and BRD procs which is essentially about pressing the glowy button when it procs and isn't very different from autopilot 3 steps basic combo; level 1 being GCD triaging depending on procs (seen in BRD and DNC bursts); and level 3 being overwrite and pattern recognition based proc gameplay which removes entirely the autopilot of "just press the glowy button when it lights up" (seen in old DNC and old MCH, and perhaps at lower level in some RDM acceleration iterations).

    MNK as exposed in the OP also required the player to know at which step of the rotation they were and identify the next button according to a leaden fist buff, a self buff and a dot. Right now the job does this choice for you with glowy buttons. What I didn't consider and was exposed to me as an alternative view of the problem is that those jobs have been simplified so much that they're now perhaps expecting you to go above the glowy button autopilot in order to not even glance at your hotbar once you have everything committed to muscle memory. Maybe that's what melee is all about, and maybe that also explains the radically different views we all have on what a job rotation should be, and why I main rphys and not melee even though I ironically enjoy playing MNK more today since as a more casual MNK player I was unable to deal with the filler cycle without the glowy button (could do 2 forms but not 3 at once). Which leaded me to ponder if the changes they made to the job for DT weren't actually addressed to players like me, that didn't main the job because of their inability to deal with the complex, fast paced rotation of the filler cycle.

    But if people are telling me that the handful of MNK players that played the job actually managed to do this without the autopilot glowy buttons before just because they had committed everything to muscle memory, then first, props to them because I couldn't even be arsed (to each their own), and that would actually explain why the job clicked with so little people.


    Either way, I still found some of the replies in this thread enlightening and it made me think more about what kind of players and design profiles roles tend to have, where casters tend to be more about fight mapping and planning (mechanics memory), melees at least the new ones try to be as minimalist as possible with a guardrail so that people can just muscle memorize its main cycles without a care, and rphys... well, it used to be something else, let's just leave it at that. And don't get me wrong, I appreciate that those different potential profiles help defining roles outside of an otherwise too homogenous dps group.
    (1)
    Last edited by Valence; 08-25-2024 at 05:33 PM.

  6. #46
    Player
    Lyth's Avatar
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    Jul 2015
    Location
    Meracydia
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    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Quote Originally Posted by Valence View Post
    ...
    You're completely contradicting your own points. All jobs exist on a continuum of sustained DPS and burst DPS. This happens the instant that you have actions with different potencies. In fact, even if you had a job where every action had the exact same potency, the very existence of raid buffs would give you a period of 'burst'. That's why I really wonder if you've actually played these jobs outside of levelling them (well, you hadn't levelled MNK yet at the time of this post, but let's leave that aside for the moment.) I think a big part of the reason why people like VPR is because the job is 'always on'. That's why it uses a four combo rotation with the highest positional and APM count in the game. This is no frills melee.

    The funny thing is, I seem to recall you specifically campaigning against VPR having positionals. So I can only imagine the extent of your derision towards the job had you been successful. I also think that if you're at the point where you need guidance on what button to press next, then you aren't playing the job nearly at the point where you could describe it as being 'on autopilot' (or even at the point where you ought to be commenting on it at all).

    It's great that you like proc-based jobs, but those aren't 'choice' either. Procs generally amount to pressing a flashing button when it lights up before going back to your set rotation. Part of the problem is that we're playing a game where they've had to remove crit variance from some jobs because people complained that it affected their optimal run. What are the chances that you're going to have a dynamically changing rotation where you get combos that branch off of procs (and no, spamming Split Shot to see if you get to proceed to Slug Shot doesn't count). Either way, there is generally one optimal way to play, modified to meet the specific uptime conditions of various fights. This is an MMO. Choice is an illusion.
    (3)

  7. #47
    Player
    AlgernonBlackwood's Avatar
    Join Date
    Jan 2022
    Posts
    39
    Character
    Adeline Blackwood
    World
    Gilgamesh
    Main Class
    Monk Lv 100
    Quote Originally Posted by Lyth View Post
    Either way, there is generally one optimal way to play, modified to meet the specific uptime conditions of various fights. This is an MMO. Choice is an illusion.
    Technically, every game with a win condition is going to only have one or two optimal ways to play, it's just usually obscured by the "fog of war" (each actor only having access to partial, and often inaccurate, information).

    The extremely predictable "groundhog day" nature of XIV's fights means that there's no real uncertainty in this regard, so all decision-making is eventually mapped out into a repeatable sequence. However, the "eventually" part is pretty important. Unless the player is just copying other players who already cleared, these decisions still had to be made at some point during prog. Once I realize I can maintain uptime by holding a Tsubame-gaeshi, it's no longer a decision, but it was a decision the first time I did it, uncertain if the increased range would be sufficient.

    This makes jobs with greater degrees of flexibility (combined with meaningful constraints) like BLM or PCT feel different from mostly static jobs like MCH. Your optimal rotation isn't simply given to you, it's something you yourself have to develop over multiple iterations of a fight, much like a healer's healing/mit plan.

    Proc-based jobs are a different category entirely and are usually more about attentiveness + pattern recognition, rather than muscle memory or decision making.

    Returning to the original prompt, MNK does have an abnormally low amount of decision-making in its rotation. I can only think of a single example, which is when in the 15s window it's available you use Wind's Reply. It's approaches to disengagement are some of the more interesting ones, but the rotation itself is the most static in the game (yes, more than NIN, more than DRG, more than MCH). Does this make the job bad? I personally think the playstyle is dull and completely antithetical to the fantasy of a martial artist, but there's nothing inherently wrong with it.

    VPR isn't really on rails at all, it actually has the most freedom out of any of the melee DPS, it's just that it mostly lacks interesting constrains in which to exercise this freedom. Yeah, the twinblade combo can be mildly inconvenient at times, but you have an extremely generous window to find an opportunity to use it (imagine if you could only use Uncoiled Fury for 10s after using Dre... Vicewinder, you'd have to think much more about when you pressed it). As a result, most of your choices comes down to vibes rather than any sort of strategic considerations. Again, this doesn't make the job objectively "bad", but it does result in a playstyle I personally don't find very engaging and wouldn't want to see applied to every other job.
    (5)

  8. #48
    Player
    Lyth's Avatar
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    Jul 2015
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    Meracydia
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    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    What you're describing is just the process of mapping your rotation, that you've executed thousands of times, to the specifics of a fight. It's the same category as learning to pre-position when you know a boss always jumps to the A wall, knowing that a boss orientates to C instead of A for a specific mechanic, or even recognizing a positioning quirk that a PF tank does on every pull. I don't see these things as decisions, though, so much as they're just observations about how the encounter works. If you've been playing a job for long enough, you develop fairly standard solutions in your toolbox for dealing with these situations, such as noting how the 6-8y range of some SAM actions aligns with certain mechanics, or counting many UFs you can burn off in a specific fight opener. That's coupled with the fact that a lot of these patterns get reused across tiers.

    When you call it 'vibes-based', I think that's fairly accurate for most melee jobs. That refinement process of mapping your rotation to the fight is fairly intuitive, and there's a certain visuospatial logic to it that players either get or don't get.
    (1)

  9. #49
    Player
    Valence's Avatar
    Join Date
    Oct 2018
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    5,167
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Lyth View Post
    You're completely contradicting your own points. All jobs exist on a continuum of sustained DPS and burst DPS. This happens the instant that you have actions with different potencies. In fact, even if you had a job where every action had the exact same potency, the very existence of raid buffs would give you a period of 'burst'. That's why I really wonder if you've actually played these jobs outside of levelling them (well, you hadn't levelled MNK yet at the time of this post, but let's leave that aside for the moment.)
    ... What are you even talking about? Why are you still bringing up damage profiles? What does this even have to do with all of this? (and why do I even bother?)

    Quote Originally Posted by Lyth View Post
    The funny thing is, I seem to recall you specifically campaigning against VPR having positionals. So I can only imagine the extent of your derision towards the job had you been successful. I also think that if you're at the point where you need guidance on what button to press next, then you aren't playing the job nearly at the point where you could describe it as being 'on autopilot' (or even at the point where you ought to be commenting on it at all).
    I do not recall myself ever campaigning against VPR positionals. Please provide the source right now and i'll apologize if you're right, but I'm lowkey expecting you to once more misunderstanding everything on purpose as evidenced in this thread.
    The only thing I ever remember saying in one melee thread was that I didn't consider positionals part of melee dps identity and that as a casual melee I'd like to play one without that isn't a tank. Never did I campaign for VPR's positionals to be removed, what are you smoking?
    I do not know why you feel so offended by this thread as I even specifically opened by saying how I'm torn on how I'm feeling about melee DPS like VPR and new MNK. And if it helps, I'm actually enjoying MNK in DT because it's not messing with my brain anymore. I always liked that job. But I also clearly saw the huge downgrade in terms of skill on the main filler cycle which prompted this thread, if just to see what melee mains would think of it, and got actually interesting replies that I didn't consider at first and gave me a new perspective on how melee mains tick.

    Quote Originally Posted by Lyth View Post
    It's great that you like proc-based jobs, but those aren't 'choice' either. Procs generally amount to pressing a flashing button when it lights up before going back to your set rotation. Part of the problem is that we're playing a game where they've had to remove crit variance from some jobs because people complained that it affected their optimal run. What are the chances that you're going to have a dynamically changing rotation where you get combos that branch off of procs (and no, spamming Split Shot to see if you get to proceed to Slug Shot doesn't count). Either way, there is generally one optimal way to play, modified to meet the specific uptime conditions of various fights. This is an MMO. Choice is an illusion.
    If you ever had bothered reading my previous post you'd have also understood that I specifically described different levels of proc rng gameplay and what you're referring to is literally barebones proc gameplay, aka DNC and BRD outside of burst where, as I said, it's not much more than following a basic combo and pressing what lights up, just with rng involved (which is already a step above... it ain't much, but it's something). The burst has more than just "press the glowy button next" though. And rphys used to have much more than what we have today.

    Now I actually return the question and will honestly ask if you ever played any of the rphys jobs when they had more than just whack a mole rng gameplay? Because there was no better way to tell me that you have literally no clue of what you're talking about.

    I'm actually amazed that this thread shifted from melee DPS to rphys gameplay, but I guess for comparison that can't be helped...
    (2)
    Last edited by Valence; 08-26-2024 at 06:14 AM.

  10. #50
    Player
    Ramiee's Avatar
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    Dec 2022
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    Uldah
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    1,096
    Character
    Grainne Gothram
    World
    Cerberus
    Main Class
    Black Mage Lv 50
    Saying a Machinist main likes procs based jobs is very funny. It's like saying to a SMN that they like casts.
    (3)

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