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  1. #1
    Player
    Sarcatica's Avatar
    Join Date
    Mar 2015
    Posts
    663
    Character
    Sarcatica Lin
    World
    Tonberry
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by SpookyGhost View Post
    So. Yeah. Experience is key. More experienced groups will be more optimized. JP linkshell groups are a good source of this as they don't raid to compete in the world first footrace, but rather build off existing strategies and fine tune them as they don't feel rushed. If you look back at Lucrezia's style, they played like bulls - they forced their selves through mechanics in whatever way seemed possible, correct or not (you can look at their T11 prog for this). This is the style of a team focused on competing, more "what will get us through this" rather than "what would be the best way to handle this". The latter is what you'll get out of the slower JP groups, and that's why they usually come up with the best strategy (easy example is NA's Garuda EX strat vs JP's Garuda EX strat).
    You are comparing apples to oranges at this point. The JPs don't have to worry about DPS because they know themselves that they aren't pulling small numbers. Compare that to most NA/EU servers that have a much lower pool of players capable of doing same/better DPS.

    Like I have been saying to a lot of people, people who have good DPS will have less problems to worry. Again, compare to groups that are not good at mechanics and also not on the clearing track for DPS wise. They are so snowbally and either the community or perhaps SE needs to step up to improve the players as a whole. We aren't going to be like the Chocobo server level at this rate, whether soon or later.
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  2. #2
    Player
    SpookyGhost's Avatar
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    Sep 2013
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    3,403
    Character
    Kori Fleming
    World
    Cerberus
    Main Class
    Marauder Lv 80
    Quote Originally Posted by Sarcatica View Post
    You are comparing apples to oranges at this point.
    Gonna be honest, not 100% sure what you said has to do w/ what I said, but:

    DPS comes from learning mechanics. The absolute maximum you can do going into an encounter for the first time is your opener (even this can be sketch, Hummelfaust alone has you save your offensive CDs for when he actually drops rather than unnecessarily burning them on the 2 Fausts) and then your standard rotation. There are many, many, many changes that have to be made to your rotation throughout the encounter based on what mechanic is happening. An easy example is that if a boss jumps at a certain time as DRG, you want to make sure you can keep up BotD by planning out your GCD usage before and after the jump. This applies to basically everyone, to one degree or another.

    So I'm not really sure what you mean. Being not good at mechanics defacto means that your DPS isn't going to be very good. Improving on said mechanics will improve said DPS. JP groups get better DPS because they take their time and consider how to best handle every mechanic, rather than rush headlong into it. Lucrezia was largely successful DPS-wise because a lot of their strategies involved just healing through things and ignoring certain mechanics entirely, thus allowing them more up time than groups that played safer. Generally speaking, though, if you see someone doing good DPS it's highly likely they're also handling their mechanics well. If you see someone doing bad DPS, they're highly likely to be messing up mechanics or not handling them properly.

    I do, however, agree that SE is largely to blame for the current state of the players' skill level. Let's be honest, every encounter in this game is really simple and easy to execute as long as you can memorize the script that the boss follows. This hasn't changed since the start of the game, every boss is like this, the only difference is realistically the length of the script. Sometimes you have to have quicker reactions but if you know that the thing is coming, you aren't really even "reacting". But despite this, people fail at end game raiding. Surely it's just that every player is bad and they just need to git gud, yeah? Nah. Game design problem. You can't make the whole game not punish you at all for being a complete troglodyte and then suddenly you either execute correctly or you either instantly die or you instantly kill everyone in your party.

    What we really need, and I know it's been said 50,000 times, is more mid-core content. More stuff like the EX Primals to teach players that their actions have consequences and they need to learn the boss' script instead of just hoping and praying. This isn't a hard game by any stretch of the imagination, but because there's this one big wall that suddenly appears for the one piece of relevant content at end game when you've been skipping through the meadows this whole time... it's just... I dunno, it baffles me.

    Anyway. I might've completely misinterpreted your point and made this lengthy post that kinda turned into a tangent for nothing. So if that's the case I apologize, but I stand by experience equating to better players - even if raiding is an unnecessarily steep wall, its one that can be climbed and with perseverance you'll inevitably get there.
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  3. #3
    Player
    Sarcatica's Avatar
    Join Date
    Mar 2015
    Posts
    663
    Character
    Sarcatica Lin
    World
    Tonberry
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by SpookyGhost View Post
    Gonna be honest, not 100% sure what you said has to do w/ what I said, but:

    DPS comes from learning mechanics. The absolute maximum you can do going into an encounter for the first time is your opener (even this can be sketch, Hummelfaust alone has you save your offensive CDs for when he actually drops rather than unnecessarily burning them on the 2 Fausts) and then your standard rotation. There are many, many, many changes that have to be made to your rotation throughout the encounter based on what mechanic is happening. An easy example is that if a boss jumps at a certain time as DRG, you want to make sure you can keep up BotD by planning out your GCD usage before and after the jump. This applies to basically everyone, to one degree or another.

    So I'm not really sure what you mean. Being not good at mechanics defacto means that your DPS isn't going to be very good. Improving on said mechanics will improve said DPS. JP groups get better DPS because they take their time and consider how to best handle every mechanic, rather than rush headlong into it. Lucrezia was largely successful DPS-wise because a lot of their strategies involved just healing through things and ignoring certain mechanics entirely, thus allowing them more up time than groups that played safer. Generally speaking, though, if you see someone doing good DPS it's highly likely they're also handling their mechanics well. If you see someone doing bad DPS, they're highly likely to be messing up mechanics or not handling them properly.

    I do, however, agree that SE is largely to blame for the current state of the players' skill level. Let's be honest, every encounter in this game is really simple and easy to execute as long as you can memorize the script that the boss follows. This hasn't changed since the start of the game, every boss is like this, the only difference is realistically the length of the script. Sometimes you have to have quicker reactions but if you know that the thing is coming, you aren't really even "reacting". But despite this, people fail at end game raiding. Surely it's just that every player is bad and they just need to git gud, yeah? Nah. Game design problem. You can't make the whole game not punish you at all for being a complete troglodyte and then suddenly you either execute correctly or you either instantly die or you instantly kill everyone in your party.

    What we really need, and I know it's been said 50,000 times, is more mid-core content. More stuff like the EX Primals to teach players that their actions have consequences and they need to learn the boss' script instead of just hoping and praying. This isn't a hard game by any stretch of the imagination, but because there's this one big wall that suddenly appears for the one piece of relevant content at end game when you've been skipping through the meadows this whole time... it's just... I dunno, it baffles me.

    Anyway. I might've completely misinterpreted your point and made this lengthy post that kinda turned into a tangent for nothing. So if that's the case I apologize, but I stand by experience equating to better players - even if raiding is an unnecessarily steep wall, its one that can be climbed and with perseverance you'll inevitably get there.
    More or less, I am comparing the <700dps vs 1.1k++dps. The sentiment and normally is right is that JP players (majority) can pull their own weights even if their DPS isn't stellar. So, in that sense, they just have to focus less on smaller DPS adjustments and focus more on the whole mechanics. Currently, this is what's lacking between the NA/EU vs JP players. The average player in NA/EU is definitely more likely to be less skilled by a considerable margin, compared to the JP players. This is also something that is bugging me to farm stuff in PF/DF, something on the line of 3 DPS doing 800dps each in Sephirot EX farm parties. Quite horrible if I must say.

    EDIT: maybe it's clearer to ask the question if a DPS is doing 1k and below in Hummelfaust alone, what would you think? This is exactly what is happening, no one is there to take these people inside hard raids because of the DPS requirement to just pass the "mini-boss" and the fight is as simple as a dummy fight even. Changes need to be made if SE wants to design better dungeons/raids/trials. At this point, the content is getting stale with all the facerolly stuff and the sudden jump in difficulty (Sephirot EX is still very hard for an average joe).
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    Last edited by Sarcatica; 05-21-2016 at 04:00 PM.

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