Just put the base openers for each class in the game and an intermediate hall of the novice for basic rotation stuff.


Just put the base openers for each class in the game and an intermediate hall of the novice for basic rotation stuff.
This wouldn't work because openers and rotations change all of the time based on player experimentation. Best thing they could do are things more along the lines of combos, positionals, dot uptime, etc.
This does not even need to be a parser. Make it a grade screen at the end of the dungeon with some basic categories like damage taken, cool down used, and an acceptable total percent of damage done. They could even work in bonuses for getting higher grades.
I was thinking something like this would be fine as well. Combine it with something like wanderer's tales and except rng stickers, you get so many points based on your grade. Points could be turned in for prizes (that can't be sold, no market board for you) to give some incentive to get to get higher grades for more points.
Fishsteaks were made





I...actually like this idea a good bit. The right incentives will get people to do just about anything.I was thinking something like this would be fine as well. Combine it with something like wanderer's tales and except rng stickers, you get so many points based on your grade. Points could be turned in for prizes (that can't be sold, no market board for you) to give some incentive to get to get higher grades for more points.


They changed based on speed runs or party setups. Openers are the most important thing to learn for endgame content as they set you up for the rest of the fight. And all classes have a general opener to use doesn't need to be the best for every single encounter but it provides a baseline for the lowest players among us to hit.
Some jobs have multiple openers, so which ones does the game teach you?They changed based on speed runs or party setups. Openers are the most important thing to learn for endgame content as they set you up for the rest of the fight. And all classes have a general opener to use doesn't need to be the best for every single encounter but it provides a baseline for the lowest players among us to hit.
It's wasted dev time, they would have to update it potentially every major patch cycle, and you know how good they are at continually updating a system. Egi glamours every other patch, everyone?
The Stone, Sky, Sea/Etc. dummies have always felt a bit bare-bones to me; while I know there are some fanmade tools out there that help calculate your damage for those trials, I would appreciate it if such things were available in-game. The simple pass/fail nature of the dummies isn't particularly helpful to me, and I wish at the end it would give you a more detailed score, such as total/highest damage dealt, total/target damage, recommended/minimum damage, etc
The community is already split into people who care how to play their classes and can check what they are doing, people who care how they play but can't check and into people who don't care at all and call others elitists for caring.The latest reasoning given by the Devs is they don't want to split the community and if they made it personal only, players would request screens or some other proof before allowing entry. Your wish to have it required for PF backs up their first reason, and while many players already vet through similar means, having an official parser would increase the number that do it.
Those are the official reasons. If we're being real, they probably also don't want to add one because they don't have the manpower to deal with the numerous reports of dps harassment that would result and they would prefer not to ban any more players than necessary. They are a business after all.
The Devs are well aware that parsing is one of the top requested QoL changes. Making yet another topic asking for one won't do anything.
SSS is not really helpful when it comes to optimizing because you just smack on a dummy with more HP but without any mechanic and no further buffs that a group would give you.The Stone, Sky, Sea/Etc. dummies have always felt a bit bare-bones to me; while I know there are some fanmade tools out there that help calculate your damage for those trials, I would appreciate it if such things were available in-game. The simple pass/fail nature of the dummies isn't particularly helpful to me, and I wish at the end it would give you a more detailed score, such as total/highest damage dealt, total/target damage, recommended/minimum damage, etc


I had to pug my way through deltascape savage and I manage to get it on farm by 4.1. I'm trying to do the same this tier and it's gotten much harder due the amount of "carried" players diluting the end-game pool. I've seen so many dps get greedy with dps in o9s and then they die when in my mind I'm thinking do the mechanic first then dps. A dead dps is always a useless dps. The amount of tunnel vision most players is insane. I mean people are still dying to simon says or even the konckback/draw-in for suzaku.
While I do agree that the current player-skill gap seems to be much wider than in previous tiers adding a tool for measuring one's self will still be used in comparison to another player regardless of its intent. As someone who know's his job in-and-out and can learn a fight extremely fast regardless of voip's, this definitely benefits me and I would like to see something like this in-game. However I can see how it can create a wall for people who want to enter this "better" player pool but to those people I say anything gained without adversity is not worth gaining in the first place. Learn to struggle like the rest of us and your rewards will be that much sweeter. I also hate carries and hate to be carried.
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