In fact while it's baby's first steps, between Picto's more freeform combat flow and Viper's autocombos, we're seeing very careful steps towards a less boring, staticky and samey combat design here. This needs to be perfected, augmented, and then proliferated. Most classes in an MMORPG need to be of the non-static type for combat to have any real variety and complexity. It's usually okay if one class - maybe even one per role - is of the "static rotation" type, but in FFXIV, all are, and nearly fully so. Even the proc-centric Dancer has its procs trivialized in what they mean for the gameplay of the rotation, meaning that you only swap out button A for functionally equivalent button B due to procs.
It's of course rough to balance. The biggest issue with Picto potencies is that the slow motif casts automatically imply very high per-cast potency values, which messes with a lot of established balancing trappings like interaction with downtime and movement compared to other jobs. But that's a problem mostly for other jobs and their design, in the end. Sure, Pictomancer naturally has few downsides, naturally is quite mobile and naturally loves downtime. This is fine, so long as everyone else has their own unique upside(s) that Picto doesn't share, and Picto also has unique downsides ('eventually you got to stand still and cast the motifs' might be one, but the current fight design precludes this from having meaningful impact sadly).
Of course, Black Mage just lost their unique downside, although since they had no unique upside I guess I'll let that slide. >.>



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