Quote Originally Posted by Bishop81 View Post
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> How is this applicable in the grand scheme of things? The way it is right now, mechanics either one shot you through sheer damage or knocking you off the platform (landslide), or deal an enormous amount of damage. The first two isn't applicable unless the design of being a class would outright ignore the mechanic altogether. And this has to persist for the entire fight. If a player cannot dodge something like landslide because of latency, one freebie every minute won't save them, unless you want them to be able to use that ability to dodge it everything and trivialize the encounter. Heck, even this is up to grabs for latency, like those moments where HG or holmygang doesn't save the tank, or benediction doesn't go out in time. You said it's not a straight up hp increase, so I'm really confused on what you want classes to be capable of, do you want them to have a perfect dodge that has a low cooldown for every landslide/weight or something?

> Then you try suggesting something. It doesn't help your end if to say "it's only one way of doing it, and they did it wrong." Is there even a proper way to implement it? Granted neither of us are game developers, so we might as well be asking for something completely out of reason. Come up with something as a compromise instead of tossing it aside and saying they could've done better. How do you propose to have an elemental/aspected damage mechanic in a game like this, without causing class/job segregation?

My bottom line is this; why do we want to change the class to accommodate for latency sensitive fights, instead of changing the encounter itself? That's more work on both the players and developers, especially since you want to implement the class changes in a way it does not throw things out of balance or cause segregation. If a class is capable of avoiding unavoidable AoE damage, are they going to do less damage than jobs? Can we stack classes only to eliminate major chunks of an encounter? If someone needs to play a class to avoid AoE because they themselves cannot avoid it, but do less damage than a job, why would I ever decide to bring them in? Can a class do more damage in the long run because they can ignore mechanics like landslide, if so then why would i want a job in titan EX?