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  1. #21
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,874
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Big-Isaac View Post
    I feel like an overarching problem with the game's job design is that most of them run on rotations rather than a priority system. As in the sequence of buttons you press is largely set in stone, and any deviation from the optimal sequence will cause you to lose DPS.
    That's why jobs can start to feel boring - not because they lack interesting mechanics, but because the way you have to interact with said mechanics is so static.

    IMO the game needs more procs across the board. Not every job has to be as RNG-heavy as Dancer, say, but having a degree of unpredictability in your job's kit can help your brain stay engaged a lot more than just rattling off a strict minute-long rotation.
    Even systemically predictable job/class playflow can still have far more depth than we have. XIV's, after all, isn't only predictable, but all too often linear and invariably shallow, and with incredibly little external variance with which to interact (except, perhaps, in healing a sh*tshow).

    With no strategic choices to be made, procs can only force peripheral response to incredibly basic cues; one can be fully zoned out and still manage them just fine. In such a system, no amount of procs will actually generate meaningful decision-making; it just takes you further out of future moments and sense of aligning with CDs, etc., in favor of keeping your status bar or scrolling combat text's buff feed always in view, arguably a loss for what few jobs do have pertinent banking elements, like Samurai's Iaijutsu or DRG's Stardiver. For the unknown to actually create meaningful interaction, there needs to be some sense of stakes or claim, of momentum/synergy and gamble -- an expectation of what's to come, a plan to best meet it, and its hedges for alternate outcomes or a deliberate all-in lack thereof -- that precedes the unknown.

    There have to be not only allowance but also payoff for approaching a fight in different ways that would capitalize upon different circumstances, be they internal (such as in procs) or external (a boss using a random skill or randomly starting into one of multiple possible phases).
    (1)
    Last edited by Shurrikhan; 06-07-2021 at 02:15 AM.