It gets a bit harder to visualize for me for DPS, because I'm a healer main, I don't know optimal rotations for any DPS and so I can't really say exactly what impact such a change would have. Given the amount of people who have responded to my posts of 'hey what if we had a couple more buttons on Healers for damage, but they're optional due to how their potencies would be balanced' over the past year or so, with 'no they would not be optional because this playerbase is so parsebrained they'd insist on the additions being mandatory', I never really had time to think about the DPS jobs.
I would imagine that the way to go about it would be to make the 123 combos a bit stronger, and the OGCD once-per-2min burst attacks like Dragonfire Dive/Rise of the Dragon, Stardiver/Starcross, etc, a little weaker, to reduce how much impact the 2min burst window has on your overall performance, so that while using your actions in the optimal order is still good, just using them with some degree of regularity gets you most of the way there (and misaligning them from the burst window is less punishing due to their lower impact on your overall performance). It seems to have worked well enough for PCT. But at the same time, it's also a little inaccurate to use PCT as an example, because their OGCDs are linked to GCD use (Muses require Painting GCDs first, for example). The PCT equivalent of what I'm thinking of would be like, nerfing Star Prism's potency and moving some over to the 123, or to the Gauge version of the 123. Trimming a little bit off of Rainbow Drip (why is it 1200) and moving it over to the 123 and the Hammer. Etc
Tanks are another example. Confiteor Combo and Lionheart Combo are like, 4-digit potency values for whatever reason. In what world does a Tank need a 4-digit potency value? We didn't have such potencies back in SB and we managed to clear things just fine. WAR is even more egregious. pulling up a completely random log (they got a 37), this WAR did 1.45m damage in the first minute of the fight, and of that, 456k was done within the 10s Inner Release window. Add to that the GCDs you can only use because of Inner Release (Primal Rend/Ruination) and the OGCD you get after consuming IR (Primal Wrath), and you get 296.4k damage. So, in total, Inner Release was responsible for about HALF of this player's damage, in that first minute. Half of your damage output being from 16%-25% of your time in the fight, is quite imbalanced IMO. It all comes back to the 2min meta
Here's an example in action: BLM. Thanks to SE buffing Flare again and again (and FlareStar again), and completely forgetting that HighFire2 exists, it's actually more damage on a trash mob pull to ignore HighFire/HighBlizzard, and instead go Transpose-Freeze-Filler GCD (Thunder4, or a Foul if available)-Transpose-Flare (with AF1, takes you to AF3)-Flare-FlareStar-Transpose (and repeat). How many people actually do that, though? Is that a playstyle that feels 'mandatory' because it's more damage, or is it something that falls into the category of 'it's cool that it exists for those that want to mess with it, but you don't have to use it'? Cos I've seen plenty of BLMs that still use HF/HB to switch, as the developers presumably intended, and it's never been a problem. So I wonder why it is that this perception of 'any rotational adjustment would become mandatory because the playerbase would demand its use' exists



Reply With Quote





