But the thing is you don't really have to think about them, the game does it for you with the little shinny combos ^^"I disagree. I'm sure they're out there, but I personally have never heard someone say the game-breaking thing for them was the long GCD. Yoshi-P said it was made that way so people could think about their moves in advance, if I'm not mistaken. I doubt they'll change it. I like things the way they are in terms of GCD.
People don't know how to take criticism anymore, and bad play is rewarded with with a coddling mentality. Yes, this is a casual game for the most part - that doesn't mean people need to walk on eggshells in fear of getting reported for pointing out things. This whole 'please don't say anything even slightly negative' mentality that we seem to be going towards and the devs seemingly pushing towards it is creating a disturbing trend.
No thanks. If you want a faster GCD, play a class that has one.
MNK and NIN were made for the people like you that want a quicker rotation.
Last edited by Fynlar; 10-11-2016 at 08:29 PM.


This is only really an issue at low levels, it's barely noticeable with all the sks and ocds we have.
True point is what content you do. If you do only sastasha on your 15 lvl sync, you can feel bad about your GCD, but if you do Alexander Savage you don't have time to think about that because fight are so fast and you have bunch of skills between GCD.
Do you know how much of the battle system would then have to be rebalanced to work with the lower GCD?



Depends on if, and how big, the potential ability prune that the dev team is considering in 4.0 is. If classes are robbed of half or more of their abilities, then yeah, the global is just gonna be positively glacial. FWIW, there IS no "thinking" about your next move in a rotation-based game like this...there's not a whole lot of procs or whatnot that you have to be on the lookout for or could mess up if the GCD was faster.
On the other hand, I know something like this would be a massive undertaking for the dev team, and extremely difficult for controller players and whatnot to get used to, so I don't really care if they change it or not. Faster globals work in other games by design; trying to retrofit it to XIV, a game admittedly programmed with things like a 3-second server sync for DoT ticks and whatnot, would probably be more trouble than it's worth. Redoing some low level gameplay so that it doesn't suck so bad would definitely help, though. I had to laugh at the person who said they've "never" seen anyone complain about XIV's global when trying the game out - do you never visit r/MMORPG? That's pretty much the biggest complaint there (note that the game is still positively received overall).

DRG gets shafted if SS is too high. Abilities clip horribly and you burn TP wildly. A faster GCD can also botch weaving if it is too fast.Depends on if, and how big, the potential ability prune that the dev team is considering in 4.0 is. If classes are robbed of half or more of their abilities, then yeah, the global is just gonna be positively glacial. FWIW, there IS no "thinking" about your next move in a rotation-based game like this...there's not a whole lot of procs or whatnot that you have to be on the lookout for or could mess up if the GCD was faster.


No please, ninja combos will be a hell.
Early level in general should be reworked, along with a few quality of life things.
- MSQ redesigned pre-Ifrit to be less 'fetchy' (though admittedly I'm not entirely sure how to go about doing this)
- Lv. 5 class quest should award you a ring that reduces GCD by -0.25s up until you reach Lv. 50 (I was going to say 30 but then I realize people won't have anywhere near enough skill/spell speed by then to offset the sudden jump in GCD as a result of losing the ring's effects, and while people still definitely won't have enough by level 50, you should have a lot more oGCDs to weave in between by then)
- Add a FC buff/potion that allows use of Sprint without TP consumption outside of combat
- Sprint cooldown halved when used within sanctuaries
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