Hmmm yeah. I'm trying to keep OGCDs out of the picture in any ideas I think of, because I feel like the formula of "Just give them another raw damage OGCD to slap on cooldown" has reached Maximum Staleness in Endwalker, in addition to how unpleasant these OGCD-packed burst sequences are for players with less fortunate connections or geolocations.
But each option has its own problems.
I think at the end of the day though, the Tank framework seems to be that they're not intended to be particularly complex, so looping back and forth between relatively simple goals doesn't seem like a design issue to me — at least, not unless the entire Tank system is allowed to breathe and expand more.
If you just add more "raw combos", you end up with what could potentially just be a lot of clutter or tacked-on nuisance: Paladin and Warrior only gain a (in my opinion) dull and rote maintenance mechanic out of their extra combo, and Gunbreaker successfully dispensed with it completely.
That's actually something I really appreciated about HW Dark Knight — the subtlety of Delirium vs. Souleater being a decision governed by having foresight about MP. With the decoupling of the DRK OGCD system from the GCD system in Shadowbringers, the opportunities for what you can do to justify combos shrank.
Dancer and Monk show that 'repurposing existing GCDs' is a reasonably successful way to add GCD gameplay without actually adding new combos, which is why my mind went there.
Then there's the Machinist 'it's basically a generic OGCD cooldown but it clocks your GCD' filler GCDs, but that seems like a relatively bland way to just shove in extra actions that are technically GCDs, but only in the sense of how much space they occupy in the rotation loop. (hopefully that made any sense)
And there's the Gunbreaker/Red Mage approach of "cooldown combo", which also seems pretty successful and fun.
I'm trying to think of what else can really be done with GCDs...


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