Ahh, that makes more sense. Thanks a bunch.I think it is mostly translation of the interview that is causing the confusion for you. I suspect that the intended meaning of 原初 is closer to Primeval (adjective; of or relating to the first age or ages, especially of the world) or Primitive which would imply a "Wild Man." 原初 breaks down into 原(original) 初(first) and the translation software that was used translation it as Origin instead of the intended meaning of Primeval/Primitive.
So the abilities would more correctly be 原初の魂 (Beast of the Primitive/Primeval/Wild (Man)) 原初の大地 (Land of the Primitive/Primeval/Wild (Man)) nor 原初の直感 (Instinct of the Primitive/Primeval/Wild (Man))



This. 原初 is used in conjunction with other kanji when you want to talk in the context of primitive/primeval things.I think it is mostly translation of the interview that is causing the confusion for you. I suspect that the intended meaning of 原初 is closer to Primeval (adjective; of or relating to the first age or ages, especially of the world) or Primitive which would imply a "Wild Man." 原初 breaks down into 原(original) 初(first) and the translation software that was used translation it as Origin instead of the intended meaning of Primeval/Primitive.
So the abilities would more correctly be 原初の魂 (Beast of the Primitive/Primeval/Wild (Man)) 原初の大地 (Land of the Primitive/Primeval/Wild (Man)) nor 原初の直感 (Instinct of the Primitive/Primeval/Wild (Man))
原初の魂 = Primitive Spirit (gensho no tamashii)
原初の大地 = Primitive Land/Earth (gensho no daichi; daichi refering to earth or a vast land)
原初の直感 = Primitive Instinct/Intuition (gensho no chokkan)
The translations make sense.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

Okay, I am going to get another real example, most of you should have this experience before so I will leave the judgement for yourself.
Let's say you are in a school project with another 3 people. Good mark is at stake here, and there is this guy underperforming, dilly-dallying for whatever reasons, and most of the work is done by the 3 of you. How do you feel about that? I would kick that member out and have him pick up the project himself for trying to be a freeloader OR at least tell the teacher to do something about it. It's the same case when you have 3 top students having to deal with a barely passing student, it's just not ideal for the 3 people. Substitute school project and good mark with end-game raid and clear respectively and you get this situation we are in currently. I don't like freeloaders. Do you?
Last edited by Sarcatica; 11-17-2016 at 08:08 PM.


So, a tank staying in tank stance is "dilly-dailying" ?
How "most of the work" would DPS do if they had to take the hits with a tank really "underperforming" ?
Let's say you make a game with three other people. You do the level design, another does the game design, one does the AI and the last makes all the user interface. In the end, you get a comfortable passing grade, would you chastize the UI-guy because it didn't help you on the level design ?

You need to quantify the load and how good are the parts the person does, if the project is heavy on game design and way less for UI, obviously the guy in charge of it is doing less load. If the game design is so freaking good that it receives praises from the pros while the UI sucks balls and that alone brought down the marking, what would you feel as the one in charge of the game design? It just feels like you are carrying that UI guy, because that's the fact.Let's say you make a game with three other people. You do the level design, another does the game design, one does the AI and the last makes all the user interface. In the end, you get a comfortable passing grade, would you chastize the UI-guy because it didn't help you on the level design ?
Also, what if I tell you that each group has different expectation? What if 3 top students get just passing marks because of that 1 guy doing just enough to pass? It's all in the expectation and failure to meet that ends up with frustration among the members. If you just want to clear, fine, but your team might not want it, hence you have this problem. Finding teams with same goal is hard, but you seem to just retire than having to try dealing with players, that's motivation you are lacking above anything else.
The example would be more apt if the assignment was "design five playable levels for a game." The UI and coding are both necessary in order to make those playable, but the point in the end, is the level design.So, a tank staying in tank stance is "dilly-dailying" ?
How "most of the work" would DPS do if they had to take the hits with a tank really "underperforming" ?
Let's say you make a game with three other people. You do the level design, another does the game design, one does the AI and the last makes all the user interface. In the end, you get a comfortable passing grade, would you chastise the UI-guy because it didn't help you on the level design ?
Someone brought a tank.
DPS is not the only high-skill-check agenda. At the highest level, your ability to DPS is checked in combination with your ability to manage enmity and survive.
But really, you obviously have your biases.


Ability to survive, which is dependent on your cooldown rotation, which, as you acknowledged yourself earlier, is exactly the same wether you stance dance or not...as for enmity as a WAR...
Well, after several time, I think a clever teacher would just balance the project better between UI and game design, instead of forcing the UI-designer to learn the game designer's job.
So, again, staying in tank stance is "sucking balls" ?If the game design is so freaking good that it receives praises from the pros while the UI sucks balls and that alone brought down the marking, what would you feel as the one in charge of the game design? It just feels like you are carrying that UI guy, because that's the fact.
If that's the case here, then everybody posting on this forum (Except me, obviously), is world-first material...
Just a few questions for Brian_(or others), since he's clearly knowledgeable (no joke there), on Savage. How much DPS should a proper DPS do in Creator savage, approximately ? And how much DPS should a tank do (With and without stance dancing if possible) ?
Last edited by Reynhart; 11-17-2016 at 09:26 PM.
As I acknowledged earlier? I explained exactly how it's drastically different depending on how conservative you are with your stance. Your ability to completely distort reality to fit your biases never fails to amaze me.
And yea, enmity on WAR. When you need higher path up-time in early prog while not dropping eye to maximize DPS, enmity is an issue especially after a tank swap with a PLD. Or, when you are trying to pick up an add amidst large amounts of AoE healing without relying on your tank stance's enmity bonus.


Yeah, sure...The only thing you said is that tank stance offer a surplus of mitigation. But, again, your cooldown rotation has actually noting to do with that.
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