"Me and all these people I claim to know don't have this problem so it's not a problem!" isn't a compelling argument, especially when there's a thread on the main forum that's bumped constantly where players share their worst DF stories, including a bunch that are about toxicity surrounding people being called out for low DPS.
Last edited by RichardButte; 01-13-2018 at 06:05 AM.
Or they could, I don't know, read the tooltips? Listen to players IN the game? None of these are hard.I really wonder about players who assume that their experiences mirror that of everyone else in the game. You know, the old chestnut about "I just ate, so I guess world hunger is a lie."
Usually by seeking help outside the game, which shouldn't be the best option for determining how to play your class properly.
It's generally rare to run into a tank or healer that doesn't know how to properly play their class while it's entirely commonplace to run into DPS that are next to clueless.
It's not hard to see which of the roles the game is doing a poor job of educating, and you can say "Well, some DPS do learn!" but that doesn't help the fact that DPS that DON'T learn are still going to plague most DFs you queue into.
Oop I didn’t realise it ran that long, I’ll crop that when I get home. In fairness, they weren't kicked over their DPS, it was the Chariots that got them the boot in the end
*edit* it's cropped, the changes should show up over the next hour or so.
Last edited by Sebazy; 01-13-2018 at 03:30 AM.
~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~
Here the thing I don't need the game to teach me how to DPS , I'm no stupid I can learn by myself before I even reach lv69.
Reserch/Google/talk to Friend
This MMO you supposed to connect with people to find rotation and stuff
Thing is, without a proper tool to actually see your numbers, you can't be sure that you actually DPS high enough.
Simplicity in itself isn't bad...The time when people were willing to spend more time to play more and learn are gone forever, most of the games including the big ones focus now on simplicity and making things easy to understand (look at wow for example).
A lot of people that used to "work in game" are now adults and cant really do it anymore, if they are either bored to do it again or dont have time for that, the gaming market is full of other games that offer fun for no effort, it was different back then when there was no good games to waste time on.
Thats why the most succesful games are the easy and fast ones today, where you put no effort into learning how the game works.
Sadly, but if the game is challenging and complicated, it will simply just not be succesful in the finance perspective.
One of the most simple games I know is Go.
It has like 3 or 4 rules total.
And it is a very deep game.
As I recall, there was a point early in leveling where Lancer had 2 skills from its first combo and only a single skill from its second combo.OP has made me paranoid that I should be looking into it sooner rather than laterbut I think I get you, so that's like the moves which combo together then?
At my current level, Lancer has True Thrust, Vorpal Thrust, Full Thrust as a combo, am I on the right track assuming that's a basic rotation?
...
The total potency of the 2 skills from the first combo was less potency than the single skill of the 2nd combo used twice.
Thus, during that stage of the leveling it was more efficient to put up the full thrust damage buff and then spam the single skill from combo 2.
But that was a bit of an oddity.
The game could stand to have a better skill curve, increasing in difficulty slowly as the levels rise.i remember in ARR,the community was not that bad for end content,probably because the trial were maybe a bit harder back then,and so you would get ready for bahamut coil,but now,they don't even try to add gameplay in dungeon,tank pull everything,healer heal through it,and DD aoe.so much gameplay wow
I do seem to recall that many of the dungeons from ARR got nerfed as the expansions continued, thus lowering the overall skill curve.
Perhaps those should not have been nerfed...
IIRC, there's a setting to adjust the timing of the couble tap...
I've heard it said that the dps requirement on the dummies is supposedly higher than what's actually required in the fight to account for not having to do mechanics.People have to understand that current SSS dummy is NOT enough for meeting a dps check in real fights. Here's some reason I can come up with atm:
1. You lose GCD when you are solely doing mechanics. Missing 1 GCD for let's say 25 mechanics for a 10 minutes fight, That is around 10% dps loss which lead you from 4k to 3.6k dps (let's be real if your not pressing GCD you won't be pressing oGCD either so this is fairly true). Not to mention there are so much more mechanics in a fight. Uptime is the basic of getting good dps but doing SSS dummy doesn't teach you that.
2. SSS dummy is not tuned good enough. For example for O4S dummy, NIN one requires almost same dps as MNK's, while in fact NIN are 100 to 300 behind MNK depends on how bad the fight is for MNK. Same thing goes to MCH's and SMN's. Their required dps are much lower than it should be because both class received several buffs. AND this still happens on Shinryu EX's dummy where NIN is on par with MNK and SMN/MCH are still undertuned heavily.
3. Fights aren't even gated behind SSS. Plus the players know they're lacking and do the dummy are usually not the problem in the party. At least won't be for long because they are likely to improve shortly.
4. SSS dummy fight is too short where RNG is heavily involved and there are specific rotations to clear it easier but won't benefit you in the real fight.
But I think SSS might do just fine if it is well tuned and requires you to dodge mechanics.
Edit: post limit
I think the Wanderer's Palace had the mechanic of the giant tonberry chasing you down, and would stab you if you didn't go through the first part of the dungeon quick enough...
That is an oddity. I think I know the skills you're talking about. Thanks
As I recall, there was a point early in leveling where Lancer had 2 skills from its first combo and only a single skill from its second combo.
The total potency of the 2 skills from the first combo was less potency than the single skill of the 2nd combo used twice.
Thus, during that stage of the leveling it was more efficient to put up the full thrust damage buff and then spam the single skill from combo 2.
But that was a bit of an oddity.![]()
Dont need a parser to sovle the problem.
Its quite easy. Up the mob damage in suc a fashion mass pulling will wipe out the tank. Meaning, You can pull 3-4 Monsters and the tank can survive a certain period of time so long as healer is decent. But if it takes to long to kill those mobs, its a wipe.
You can implement this simply by having mobs hit harder the longer theyre in combat and the more mobs are in proximity. This damage boost is permanent to the mob until it resets or is killed.
If DPS cant burn down mobs fast enough, tis a wipe. If tanks dont know how to tank well enough, its a wipe. If healers cant keep tank up, its a wipe. Essentially, make it easier to wipe if clearing mobs takes to long, and discourage mass pulling.
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