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  1. #1
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
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    1,326
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Does it matter much whether instead of all using it bugs at one we all use them in sequence?

    Like, what does it matter? The combat sequence is static either way, unless you first want that changed, static rotation #1 it static rotation #2 has little bearing. Might as well align everything to remove the unintended interactions (which, as said above, is exactly the evolution the game went through, as all other MMOs do).
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  2. #2
    Player
    ovIm's Avatar
    Join Date
    Oct 2014
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    739
    Character
    Vim Mercer
    World
    Alpha
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Carighan View Post
    Does it matter much whether instead of all using it bugs at one we all use them in sequence?

    Like, what does it matter? The combat sequence is static either way, unless you first want that changed, static rotation #1 it static rotation #2 has little bearing. Might as well align everything to remove the unintended interactions (which, as said above, is exactly the evolution the game went through, as all other MMOs do).
    The combat sequence is static because everything has to align, there is no room for variance in the current design paradigm. If the buff stacking, which has shackled job and encounter design, was removed, we could theoretically go back to less static rotations on some classes.
    (1)
    RIP Viper 28/06/2024 - 30/07/2024. It was a fun month.

  3. #3
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
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    1,326
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by ovIm View Post
    The combat sequence is static because everything has to align, there is no room for variance in the current design paradigm. If the buff stacking, which has shackled job and encounter design, was removed, we could theoretically go back to less static rotations on some classes.
    Are aren't very experienced with MMORPGs, are you?

    (Not meant in a bad way, it just shows. What you're describing is not how this works, and in fact it isn't even MMORPG specific. Even in other games you align burst; say in a MOBA someone CCs and then everyone dumps their burst skills onto the CCed target. You don't just press them ~whenever.)

    The goal you're after "I want to make combat rotations less staticky" is good. And in fact IMO it's the biggest thing the devs would need to go after to make combat less samey and boring in FFXIV. But the idea you have "Make buffs not align" would not cause this, in fact it wouldn't move the needle. It'd still be a fully static combat flow for every job, just a different one than the one you do now. This is because neither the encounter nor the job have (with marginal differences on Dancer but not enough to make a difference) no variable/random elements, and hence naturally will have a static, pre-determined, optimal solution for every single encounter. "Encounter" here also includes the teammates around them and their solutions, meaning the group as a whole can find an optimal solution, this will naturally include alignment of big bursts to buff windows, whether personal or shared.
    (1)
    Last edited by Carighan; 05-30-2025 at 03:24 PM.

  4. 05-30-2025 03:58 PM
    Reason
    i'm too old to discuss like that in a video game forum, and its not like my feedback will ever get heard by the devs lol