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  1. #11
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,885
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Reinhardt_Azureheim View Post
    "You shouldn't have to make a choice between damage and mobility, Plunge is bad, mimimimi"- alright, let's remove damage from ALL mobility actions. Looking at YOU, Warrior, with Onslaught AND Primal Rend. Looking at YOU, Dragoon, with Stardiver. /s

    In all seriousness - why is nobody considering "what if we had both"? Shadowstride on say a 30-45s CD, purely there for mobility on demand and Plunge with damage and mechanically meaningful effects like PvP DRK has it? I mean Warrior literally has Primal Rend as a GCD dash which is part of their burst and still have Onslaught as well. They don't seem to do too bad with having two different mobility options.

    Before Endwalker, they also had arguably the best designed dash with a gauge cost and low CD (10s), which made it damage neutral on average (yes I did the math back then) relative to Fell Cleave and 123 combo finishes near the end of a fight. Samurai also currently has a gauge-costing dash AND backstep which is damage neutral to their main gauge spender.

    Ya'll gotta get out of this absolute "EITHER X OR Y" mindset. Think outside of the box.
    Because feature creep is as much a thing as power creep.

    And do you really want encounters that would leverage proportionately more gap-closers, let alone then have to provide similar downtime reduction to Aiming/Casting/Healing jobs where they'd be similarly affected by said encounter changes?



    Edit:
    Since this wasn't as clear as I would like, by "features" I mean anything that allows you to meet a situational need that's more than just overall potency requirements, be that banking said potency to fit what would otherwise require more uptime into a smaller time period, maintaining uptime despite gaps or movement requirements, etc. (Nearly-)no-loss gap closers are one such feature. (Nearly-)no-loss ranged skills are another. The likes of meditation, if it were (situationally) to get almost as much potency per GCD as continuing one's melee attacks would be yet another.

    The more accessible (less thought required, more charges, lower recast time) the skills, traits, etc., that give you those features, the more of it you have. Having too much of a given feature (such as gap-closing), especially if overly accessible, can devalue the more complex portions.

    Consider it as just the opposite side of power creep. The more excessive your power, the less optimizing it matters. The more excessive your features, the less you need to leverage them well and the less the parts of kits that most differ in how they'd deal with a given situation (which are rarely the most easy-to-use parts) can shine.

    For this reason, I wouldn't want to see the likes of DRK increase its frequency of gap-closing capacity by some 50 - 100% as suggested above. If it's to gain more uptime-saving capacity to more nearly match the most mobile of jobs (which would require that encounters have more to use it on, else it's all just so excessive as to water down any relevant skill expression), I'd prefer that come from other means.
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    Last edited by Shurrikhan; 07-04-2025 at 06:05 AM.