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  1. #1
    Player
    LariaKirin's Avatar
    Join Date
    Jan 2016
    Posts
    325
    Character
    Laria Kirin
    World
    Spriggan
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Billythepancake View Post
    The problem of knowing "when" is now you have to memorize every other class rotation in the game, and having 4 DPS to choose from, not only knowing their rotation, but knowing where they are in their rotation so you can give them the card seems honestly absurd. That's a level of tedium that should not be required, your main mechanic should not require you to memorize every DPS class rotation just to make the best decisions on when to use it.
    I'm replying to a post which said that the old system required more thought and involvement for optimal benefit. My point is not that you have to put this much thought into optimal card usage, it is that you can put this much thought into it. More than you ever could with the old system.

    Saying you need to memorize every DPS rotation is a bit of an overstatement. I too would argue that knowing who is your best target at any point, in real-time, is too much effort.
    However, all you need to know about MCH is that it has the massive wildfire burst starting with the opener and repeating every 2 minutes - this alone will give you better results. If you want to go farther than this, you definitely can. Up to you.

    I only wrote that reply because the old system is put on such a pedestal of decision making and complexity, while the new system is characterized as a simplified version of Balance. This is not true, as I think I've demonstrated.

    Now, just because you can introduce so much complexity in the new system, does not mean you will. Reality is different from theory.
    But that is equally true of the old system. You can list all the options you had in the old system, but it does not change the fact that it was unreliable (RNG) in both of its functions - dps and support - which in turn forced you into a playstyle that simplified its decision process and nullified its diversity.
    (1)
    Last edited by LariaKirin; 10-20-2019 at 09:31 AM.

  2. #2
    Player
    MPNZ's Avatar
    Join Date
    Sep 2013
    Posts
    691
    Character
    Nephie Elz
    World
    Lamia
    Main Class
    Archer Lv 100
    Quote Originally Posted by LariaKirin View Post
    I'm replying to a post which said that the old system required more thought and involvement for optimal benefit. My point is not that you have to put this much thought into optimal card usage, it is that you can put this much thought into it. More than you ever could with the old system.

    Saying you need to memorize every DPS rotation is a bit of an overstatement. I too would argue that knowing who is your best target at any point, in real-time, is too much effort.
    However, all you need to know about MCH is that it has the massive wildfire burst starting with the opener and repeating every 2 minutes - this alone will give you better results. If you want to go farther than this, you definitely can. Up to you.

    I only wrote that reply because the old system is put on such a pedestal of decision making and complexity, while the new system is characterized as a simplified version of Balance. This is not true, as I think I've demonstrated.

    Now, just because you can introduce so much complexity in the new system, does not mean you will. Reality is different from theory.
    But that is equally true of the old system. You can list all the options you had in the old system, but it does not change the fact that it was unreliable (RNG) in both of its functions - dps and support - which in turn forced you into a playstyle that simplified its decision process and nullified its diversity.
    No, it's more like you can put a lotof thought into, but recieve a 0.000000000198364% rdps increase. The new system makes it so that too much extra effort is wasted on negligible gains. Brand's hypothetical is just unnecessary effort when mastery of lightspeed+sleeve draw is all the plus-ultra needed, but still produces less rdps than a two-WHM-comp at the 90 percentile

    That said, accomplishing the same feat in 4.0 would have jobs like BRD and BLM going totally berserk in their respective windows, mitigating consecutive aoe damage to negligible levels with aoe bole, or pulling a held aoe150%+balance during DPS checks and enrage timers when available
    (2)
    Last edited by MPNZ; 10-20-2019 at 10:22 AM.
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    Ewwwwwww, it's all glowwy again!

  3. #3
    Player
    Side-Eye's Avatar
    Join Date
    Jul 2018
    Posts
    187
    Character
    Braedyn Geld
    World
    Lamia
    Main Class
    Astrologian Lv 80
    Quote Originally Posted by LariaKirin View Post
    You can list all the options you had in the old system, but it does not change the fact that it was unreliable (RNG) in both of its functions - dps and support - which in turn forced you into a playstyle that simplified its decision process and nullified its diversity.
    Being able to set a card aside to use *precisely* when you need it, mitigated the RNG aspect of cards. Anticipating *which* card to hold onto was part of that engaging decision-making process that is largely absent in the new system.

    You can keep saying the old card system was bad.. but there are lots of folks who feel very differently because they made the effort to learn how to play the job in a variety of ways depending on group makeup, fight mechanics, etc. From what I've seen and read, the people who simply fished for balance and paid little attention to other cards were a (vocal) minority.
    (3)

  4. #4
    Player
    MitsukiKimura's Avatar
    Join Date
    Aug 2019
    Location
    Malboro
    Posts
    662
    Character
    Mitsuki Akiyumi
    World
    Malboro
    Main Class
    Reaper Lv 100
    Quote Originally Posted by LariaKirin View Post
    But that is equally true of the old system. You can list all the options you had in the old system, but it does not change the fact that it was unreliable (RNG) in both of its functions - dps and support - which in turn forced you into a playstyle that simplified its decision process and nullified its diversity.
    There's still unreliable RNG to this day with what damage cards you draw and the seals you earn. Drawing 4 of the same seal? Well Guess you're only getting that 4% boost.. I've had draws where I've constantly drew nothing but melee cards and the same seal even with using all "3" of my redraw attempts. So trying to say only the old system had unreliable RNG is just unreal in itself. I've never hated the card system more than I do now. They destroyed all the fun of it. It would of been a lot better to just simplify and change a few cards than to redo the whole entire system, now that Whm literally just makes us feel incompetent.
    (4)

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