Generally with yoshida, you can get a good estimate from how he denies it. If he denies something because he's not interested, then we wont get it. If he denies it because technical limitations, give it a couple of years unless it changes into the first.
I mean they split the eu server in chaos and light only for it too be 1 big server again next expansion and call it mind blowing changes. And the problem is he doesn’t deny it a lot of times he just thinks it’s not the case and it looks more like ignorance then anything. Like when you have a entire job category aka healer, telling you since ages that healing the way they want it won’t work and then still do it then it’s ignorance nothing else
I wonder why people fixate so much on the filler parts of a rotation. Does it really matter if you're slowly rolling your face across the keyboard or banging your forehead against a single key at baseline? The meat of the gameplay of a job comes out of its cooldowns and resource management. Take that away and they are all equally boring. That's what your focus should be on.
It's easy enough to create a magic-themed version of the filler combos that melee jobs use. All you need is a few more DoTs to juggle. If you want to make it a bit more challenging, have every additional DoT cast on a target increase the potencies and reduce the timers on all of the other active DoTs. The main issue with DoTs and DoT timers is that newer players get intimidated by them, and they don't really add much in the way of complexity once you become more comfortable with a job. The filler stuff just becomes muscle memory over time.
everything becomes boring given enough time, that includes cooldowns and resource management; so how much time will it be matters - and for 11111111111 the time is instantly
I mean I do find nin opener still really engaging because you press so many buttons and with mudras a fail cost a lot of dps
And yet, 111111111111111 is still boring. Even if you have cooldowns and resource management. Perhaps healers could have multiple damage buttons that interact with one another, or proc things, or influence the rest of the kit in some way.
You can't make 1111111111 fun just by throwing resource management around it. It's one button, with a second button every 30 seconds. There's no room for growth or complexity there. Fun largely comes from choices. Having one choice means your damage complexity ceiling is...press it or don't press it.
both 1-2-3 combo and 1111111111 interact with fight mechanics in some way ^^
also these are all mostly static fights, cooldowns and resources on most jobs can be mapped and you'll just get a very long 1-...-N combo so over time every fight will become muscle memory
Last edited by AikenDrum; 08-22-2021 at 06:56 AM.
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