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  1. #1281
    Player
    Deceptus's Avatar
    Join Date
    Sep 2013
    Location
    The Goblet - 16th Ward, Plot 55
    Posts
    4,418
    Character
    Deceptus Keelon
    World
    Behemoth
    Main Class
    Sage Lv 90
    Quote Originally Posted by WaxSw View Post
    There is also the whole issue of the hitbox of the bosses which may cause tanks to miss dps buffs or mit if there is any mechanic that force the players to not enter the hitbox and the boss is big enough
    And in typical CBU3 fashion, instead of simply reducing the boss hitbox they made it more convoluted by increasing every single job aoe to 30y Except Asylum and Sacred Soil for some stupid reason. . .
    (1)
    Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
    Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
    Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]

  2. #1282
    Player
    WaxSw's Avatar
    Join Date
    May 2019
    Posts
    657
    Character
    Waxillium Larede
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Deceptus View Post
    And in typical CBU3 fashion, instead of simply reducing the boss hitbox they made it more convoluted by increasing every single job aoe to 30y Except Asylum and Sacred Soil for some stupid reason. . .
    You do realize that reducing the hitbox of already existing content is not as simple as moving a slider, right? For example in some of the content this fix is aimed for, like TOP, it would affect melee uptime and dps checks would have to be reevaluated, as well as mechanics and aoe ranges, to make up for that change in every single phase of the fight. DSR would have to be reevaluated too and even some savage fights with tight dps checks at min ilv would have to go through a process of reevaluation, it's not trivial stuff.
    (1)

  3. #1283
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,334
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Deceptus View Post
    And in typical CBU3 fashion, instead of simply reducing the boss hitbox they made it more convoluted by increasing every single job aoe to 30y Except Asylum and Sacred Soil for some stupid reason. . .
    If it's any consolation (hehe), Whispering Dawn remains at 15y. Which is funny, because the analog on SGE, Physis 2, IS 30y. But Physis 1 isnt. Does SE really think that the 10% healing boost is why Physis 2 should have more range? That would almost imply it's the heal boost people hit Physis 2 for, and not the extremely potent HOT effect, which is silly to even think about

    Actually, looking at it, the fairy skill ranges are now all over the place. WD and the Seraph version are 15y. Everything else is 30y. Oh wait, there's one exception! Fey Blessing is 20 for some reason. And whatever that reason IS, it's not to mirror Indom's range, cos that is 15 too!
    (3)

  4. #1284
    Player
    Sebazy's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    3,468
    Character
    Sebazy Spiritwalker
    World
    Ragnarok
    Main Class
    White Mage Lv 90
    Quote Originally Posted by ForsakenRoe View Post
    If it's any consolation (hehe), Whispering Dawn remains at 15y. Which is funny, because the analog on SGE, Physis 2, IS 30y. But Physis 1 isnt. Does SE really think that the 10% healing boost is why Physis 2 should have more range? That would almost imply it's the heal boost people hit Physis 2 for, and not the extremely potent HOT effect, which is silly to even think about

    Actually, looking at it, the fairy skill ranges are now all over the place. WD and the Seraph version are 15y. Everything else is 30y. Oh wait, there's one exception! Fey Blessing is 20 for some reason. And whatever that reason IS, it's not to mirror Indom's range, cos that is 15 too!
    Putting effort into class direction and paying attention to changes for SCH has never exactly been one of SE's strong points
    (12)
    ~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~

  5. #1285
    Player
    Katish's Avatar
    Join Date
    May 2022
    Posts
    349
    Character
    Cat Toy
    World
    Mateus
    Main Class
    White Mage Lv 100
    Quote Originally Posted by WaxSw View Post
    You do realize that reducing the hitbox of already existing content is not as simple as moving a slider, right? For example in some of the content this fix is aimed for, like TOP, it would affect melee uptime and dps checks would have to be reevaluated, as well as mechanics and aoe ranges, to make up for that change in every single phase of the fight. DSR would have to be reevaluated too and even some savage fights with tight dps checks at min ilv would have to go through a process of reevaluation, it's not trivial stuff.
    You do realize that reducing the hitbox of already existing content is not as simple as moving a slider, right?
    Actually this depends in how it's implemented in some games it's even easier to declare than a slider by filling a range of hit parameter in which you just fill in one number in adjacent to a monster id in a markup language such as xml or Json. A lot of older games do this in fact that you would be surprised. You first develop the bare bones and then utilize that code to make your life easier. Game development nowadays isn't rocket science if you have the knowledge to do so, although it does take time to learn, I have already finished developing two games of my own in fact.
    (1)
    Last edited by Katish; 05-28-2023 at 03:16 AM.

  6. #1286
    Player
    Osmond's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    603
    Character
    Danielle Osmond
    World
    Balmung
    Main Class
    Summoner Lv 90
    Quote Originally Posted by ForsakenRoe View Post
    If it's any consolation (hehe), Whispering Dawn remains at 15y. Which is funny, because the analog on SGE, Physis 2, IS 30y. But Physis 1 isnt. Does SE really think that the 10% healing boost is why Physis 2 should have more range? That would almost imply it's the heal boost people hit Physis 2 for, and not the extremely potent HOT effect, which is silly to even think about

    Actually, looking at it, the fairy skill ranges are now all over the place. WD and the Seraph version are 15y. Everything else is 30y. Oh wait, there's one exception! Fey Blessing is 20 for some reason. And whatever that reason IS, it's not to mirror Indom's range, cos that is 15 too!
    Ehhh, I just place the fairy in the center, problem solved…
    (0)

  7. #1287
    Player
    WaxSw's Avatar
    Join Date
    May 2019
    Posts
    657
    Character
    Waxillium Larede
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Katish View Post
    Actually this depends in how it's implemented in some games it's even easier to declare than a slider by filling a range of hit parameter in which you just fill in one number in adjacent to a monster id in a markup language such as xml or Json. A lot of older games do this in fact that you would be surprised. You first develop the bare bones and then utilize that code to make your life easier. Game development nowadays isn't rocket science if you have the knowledge to do so, although it does take time to learn, I have already finished developing two games of my own in fact.
    I'm not refering to the technical side but the gameplay design side. Something like a hitbox reduction implies that players may lose uptime during a mechanic that they previously didn't, creating imbalances across jobs and making the dps checks even harder and in some fights, like TOP as I mentioned, dps checks are tight enough that a change like that would require a rebalance of almost all phases. There are also mechanics whose safe spot are based on the boss hitbox and that would also create problems. While maybe in the technical side it is as easy as moving a slider the impact that has in gameplay would be deep enough to make that change a non trivial one.
    (1)
    Quote Originally Posted by IttyBitty View Post
    Emnity management is a group responsibility, HP management is a group responsibility, Mitigation is a group responsibility ,DPS is a group responsibility
    Anybody saying "I only want to <x>" just tells me they are lazy and selfish.

  8. #1288
    Player
    Katish's Avatar
    Join Date
    May 2022
    Posts
    349
    Character
    Cat Toy
    World
    Mateus
    Main Class
    White Mage Lv 100
    Something like a hitbox reduction implies that players may lose uptime during a mechanic that they previously didn't, creating imbalances
    Ah, thats what you meant. Well I kind of agree with you but at the same time I don't, hitbox expansion is one of the sole reasons this is meleewalker...and it's hard to balance around that because the end of the day question is should ranged be able to do as much damage as melee, with the hitboxes as they are I'd argue yes or at least close enough. That would be the decrepency in damage. I'd rather them increase melee potency during burst phase and lower the hitbox range as it makes moving a little more difficult and actually starts differianting dps (and of course I'd want less homogenizing but that is a pipe dream). Now that doesn't mean I want hitboxes to be impossible of course there is an extreme to everything but that is not what I'm advocating for.
    (4)
    Last edited by Katish; 05-28-2023 at 06:18 AM.

  9. #1289
    Player
    Semirhage's Avatar
    Join Date
    May 2015
    Posts
    1,704
    Character
    Nemene Damendar
    World
    Midgardsormr
    Main Class
    Red Mage Lv 90
    Just had an A12 queue with a White Mage whose rotation was Medica 2! Medica 2! Medica 2! Medica 2! Medica 2! Medica 2!

    Best design ever. *chef's kiss*, dunno how they could possibly improve on this.
    (6)

  10. #1290
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,334
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Semirhage View Post
    Just had an A12 queue with a White Mage whose rotation was Medica 2! Medica 2! Medica 2! Medica 2! Medica 2! Medica 2!

    Best design ever. *chef's kiss*, dunno how they could possibly improve on this.
    Just had an A12 E11 queue with a White Mage party whose rotation was Medica 2! have 5/8 people fall off on every Fire-charged BurntStrike.

    My Dosis percentage, despite the fight being an absolute cluster, was still well above 50%

    Best design ever. *chef's kiss*, dunno how they could possibly improve on this. idk either i think they've peaked, this is the pinnacle of healer design /s
    (6)

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