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  1. #1
    Player
    inhaledcorn's Avatar
    Join Date
    Dec 2015
    Location
    Limsa
    Posts
    396
    Character
    Elliot Cloverfield
    World
    Adamantoise
    Main Class
    Sage Lv 100
    I've seen this being the general consensus when it comes to gauges that's not SAM or RDM. I mean, heck, for SCH, it is literally tacked on at the end (except for Aetherflow). I think NIN integrated it better than most, and I can understand why it exists (to give less skilled players large visual queues that light up for doing certain things that you want to be doing for your Job). Like, for NIN, you want to be on the boss as much as possible for those Auto attacks, thus the gauge fills up for each one. For SAM, hitting positionals and using each of your skills builds up your gauge, again, showing and rewarding players for doing what you should be doing. SCH's fairy gauge builds up for using your Aetherflow instead of sitting on it (though the reward itself is very lackluster).

    People argue if WHM's "reward" is worth spending the actions to get it (since good healers don't really want to cast Cure I and Cure II if it can be avoided, so this teaches bad WHMs less optimal play), and some essential job functions were just moved to the gauge which can be a detriment in trying to figure out who has what buff (it mostly hurts double AST comps the most, but there are probably other cases). And, weirdly, other important buffs, like DRG's Heavy Thrust, MCH's Hot Shot, and RDM's dualcast (a job that was designed with the gauge in mind, btw) weren't put on the job gauges, making them buffs that need to be tracked in the buff bar. This goes against the reason these gauges exist (they wanted to make it easier for buffs to track, and these three buffs are extremely important for these three jobs). So, not all design choices seem to be uniform.
    (6)

  2. #2
    Player
    Alvuru's Avatar
    Join Date
    Jul 2017
    Posts
    9
    Character
    Alvy Izuna
    World
    Exodus
    Main Class
    Machinist Lv 70
    Quote Originally Posted by inhaledcorn View Post
    And, weirdly, other important buffs, like DRG's Heavy Thrust, MCH's Hot Shot, and RDM's dualcast (a job that was designed with the gauge in mind, btw) weren't put on the job gauges, making them buffs that need to be tracked in the buff bar. This goes against the reason these gauges exist (they wanted to make it easier for buffs to track, and these three buffs are extremely important for these three jobs). So, not all design choices seem to be uniform.
    This is exactly why I think the job gauge is incredibly annoying, we should be able to toggle it, if I'm going to have to look at my bar every 15-30 seconds to see if I have to refresh Hot Shot, I should be able to see my ammo there too and that gauge should just get out of my way, their idea of the gauges was to make us have less to keep track of, but I find myself looking around more now than I ever did before because of it, it's frustrating, people keep telling me to put it in a place where I can see it in my peripheral so it doesn't keep me looking around, and it is there in my peripheral, but that doesn't make it any less annoying or any less of a waste of screen space for some jobs like NIN/MCH.
    (1)

  3. #3
    Player
    Berethos's Avatar
    Join Date
    Sep 2013
    Posts
    1,195
    Character
    Celie Lothaire
    World
    Maduin
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Alvuru View Post
    This is exactly why I think the job gauge is incredibly annoying, we should be able to toggle it
    An option that is coming, according to the last Live Letter. Not sure if it's supposed to arrive with 4.1 or not (we may find out with the LL coming in a few hours), but the option is supposed to be added.
    (1)

  4. #4
    Player
    Dralonis's Avatar
    Join Date
    Oct 2013
    Posts
    71
    Character
    Zyler Selwyn
    World
    Excalibur
    Main Class
    Black Mage Lv 90
    Quote Originally Posted by inhaledcorn View Post
    I've seen this being the general consensus when it comes to gauges that's not SAM or RDM. I mean, heck, for SCH, it is literally tacked on at the end (except for Aetherflow). I think NIN integrated it better than most, and I can understand why it exists (to give less skilled players large visual queues that light up for doing certain things that you want to be doing for your Job). Like, for NIN, you want to be on the boss as much as possible for those Auto attacks, thus the gauge fills up for each one. For SAM, hitting positionals and using each of your skills builds up your gauge, again, showing and rewarding players for doing what you should be doing. SCH's fairy gauge builds up for using your Aetherflow instead of sitting on it (though the reward itself is very lackluster).

    People argue if WHM's "reward" is worth spending the actions to get it (since good healers don't really want to cast Cure I and Cure II if it can be avoided, so this teaches bad WHMs less optimal play), and some essential job functions were just moved to the gauge which can be a detriment in trying to figure out who has what buff (it mostly hurts double AST comps the most, but there are probably other cases). And, weirdly, other important buffs, like DRG's Heavy Thrust, MCH's Hot Shot, and RDM's dualcast (a job that was designed with the gauge in mind, btw) weren't put on the job gauges, making them buffs that need to be tracked in the buff bar. This goes against the reason these gauges exist (they wanted to make it easier for buffs to track, and these three buffs are extremely important for these three jobs). So, not all design choices seem to be uniform.
    Since you have pointed this out, it is actually bothering more than it should. especially as someone who plays both DRG and RDM. Not that I worry about the timer on RDM all that much but it's the principle. As well as DRG's tracking for heavy thrust. Part of me feels like they originally wanted to get rid of it as well or have some sort of WT refresh for it like they do with Armor crush and ninja's but decided to scrap the idea and now DRG's have to deal with it for who knows what reason.
    (0)