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  1. #1
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,560
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    It's not even that I think Lucid Dreaming is actually a bad designed ability, but it was much meaningful before when healers actually had to pay attention to their mp pools - back when they had to use more GCDs for healing, and LD usage was very strategic. Nowadays you always have oGCD mp-less tools to heal available. Mp - might - only an issue if they have to chain rezzes back to back.

    This kind of ties in with other stuff. I find positionals kind of weird to how the encounters are designed as a telegraph memory game. I really think that a positionals-heavy job like Monk is kind of misplaced, and even, what's the point again? Between True North and that new iteration of FoE, there's not even the need of a Monk to worry about positionals anymore - It's kind in the same place as Greased Lightning.

    If positionals would be a must-have, they all should be at the level of a Ninja - relevant just for 1 or 2 actions. A monk could probably have other mechanics to make up for it, maybe something interesting and that resonated more with the fantasy of a combo-fighter.
    (2)

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,885
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Raikai View Post
    It's not even that I think Lucid Dreaming is actually a bad designed ability, but it was much meaningful before when healers actually had to pay attention to their mp pools - back when they had to use more GCDs for healing, and LD usage was very strategic.
    While I did find Lucid Dreaming's predecessors more bearable just due to MP feeling less of a pretense back then (despite those skills still watering them down and precluding more meaningful mechanical tie-ins), consider:

    If you end up using more MP or all the more constantly over time, that only makes it all the more important to hit your MP-granting CD as quickly as possible (reducing any space for nuance).

    Lucid Dreaming or its predecessors would only have that kind of attention to timing if they, say, returned a portion of missing MP (encouraging you to make expensive casts just prior, and to hold if your portion of missing MP will increase by more than the portion of CD for which you hold it), or had other timing-affecting effects bundled with it.

    Quote Originally Posted by Raikai View Post
    This kind of ties in with other stuff. I find positionals kind of weird to how the encounters are designed as a telegraph memory game.
    My very anecdotal and subjective $0.02:

    Positionals only really become all that interesting (rather than mere APM bumps with no additional button cost, though such are still enjoyable and, as far as blatant APM bumps go, well designed) in those very contexts of positional telegraphs and some degree of rotational flexibility.

    :: If I do A and thus arrive at position X at time Z, I get hit and burden the healers. If I instead do B, altering slightly from my normal sequence, I'll instead arrive at position Y at time Z and be fine. That said, if I do B, then later on...

    Such applies a fair deal of enjoyable complexity. It's for this reason that you saw so many Monks, for instance, so annoyed by the loss of Fracture and Touch of Death, as they not only granted positional-less GCDs every 18 | 30 seconds' time, respectively, but allowed for rotational adjustment at many SkS tiers.
    (5)

  3. #3
    Player
    Grimoire-M's Avatar
    Join Date
    Dec 2015
    Posts
    987
    Character
    Grimoire Mogri
    World
    Hyperion
    Main Class
    Alchemist Lv 90
    Quote Originally Posted by Shurrikhan View Post
    While I did find Lucid Dreaming's predecessors more bearable just due to MP feeling less of a pretense back then (despite those skills still watering them down and precluding more meaningful mechanical tie-ins), consider:

    If you end up using more MP or all the more constantly over time, that only makes it all the more important to hit your MP-granting CD as quickly as possible (reducing any space for nuance).

    Lucid Dreaming or its predecessors would only have that kind of attention to timing if they, say, returned a portion of missing MP (encouraging you to make expensive casts just prior, and to hold if your portion of missing MP will increase by more than the portion of CD for which you hold it), or had other timing-affecting effects bundled with it.


    My very anecdotal and subjective $0.02:

    Positionals only really become all that interesting (rather than mere APM bumps with no additional button cost, though such are still enjoyable and, as far as blatant APM bumps go, well designed) in those very contexts of positional telegraphs and some degree of rotational flexibility.

    :: If I do A and thus arrive at position X at time Z, I get hit and burden the healers. If I instead do B, altering slightly from my normal sequence, I'll instead arrive at position Y at time Z and be fine. That said, if I do B, then later on...

    Such applies a fair deal of enjoyable complexity. It's for this reason that you saw so many Monks, for instance, so annoyed by the loss of Fracture and Touch of Death, as they not only granted positional-less GCDs every 18 | 30 seconds' time, respectively, but allowed for rotational adjustment at many SkS tiers.
    This is also why I'm going to miss Egi Assaults and Further Ruin management (and to a lesser degree Aero on AST), as they fit the same context through a caster lens. When can I afford to hardcast and how do I squeeze the most I can out of Phoenix so that I can align as many of these stacks with Bahamut as possible?

    Charge actions in general also open up a lot of flexibility. If major raid cooldowns got the same treatment we could do fights where the major 'burst' windows are shifted around all over the place to account for mechanics, without sacrificing the casual player's ability to manage them or just go ham till they get the basic rotation down. It's one of the core things that makes NIN so engaging in a general melee uptime context. It's also why I wish we had abilities that started partially charged (Ideally with less than maximum stacks, Lilies would be an example of this), and that SE would implement some kind of buff that keeps those actions from ticking till we start a pull in any instanced content. Thereby allowing SE to swap the 'can only be executed while in combat' lines on most skills to 'cannot be used while Preparing for Battle'.
    (2)
    Petition Thread for "Playable Loporrits": https://forum.square-enix.com/ffxiv/threads/436512-Make-them-Playable-You-Cowards
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    Mechanics are Aesthetics. Graphics don't make interesting gameplay.