



It's probably that way in PvP because it's less popular and the first time they try it, their hotbar is empty. It makes setting it up a lot faster. You could macro it but it would be complicated and it would go wrong sometimes.
It's super simple to macro. The problem is that macros can only execute in 1s intervals for wait, and dont queue. When you cast a skill up to 0.4s before it's ready, it queues up to fire immediately, as I understand it. Macros don't, and the wait times cannot be 0.4, only 1s at a time. The result is it works, but it's considerably slower as you lose about 0.2s per cast compared to manual queueing.
I don't know if it's an engine limitation or if it's artificial to discourage macros, but so far outside crafting and QoL they're pretty useless. Not sure how ogcd's work tho.
It isn't to do with how popular it is, it's all to do with the style of comabt. PVE is very scripted and because of that, you can make rotations more complex, give them more buttons to think about etc. Whereas with PVP, since everything is dynamic, and things can change in a split second, you need easier to execute rotations so that you can concentrate more on the fight and your surroundings.
The macro's were purposfully designed to not be effective in combat as the team did not want poeple to reduce the jobs to 1 or 2 macros that played the job for you.It's super simple to macro. The problem is that macros can only execute in 1s intervals for wait, and dont queue. When you cast a skill up to 0.4s before it's ready, it queues up to fire immediately, as I understand it. Macros don't, and the wait times cannot be 0.4, only 1s at a time. The result is it works, but it's considerably slower as you lose about 0.2s per cast compared to manual queueing.
I don't know if it's an engine limitation or if it's artificial to discourage macros, but so far outside crafting and QoL they're pretty useless. Not sure how ogcd's work tho.
Edit: As for the thread in general, the problem with having a high potency attack that vastly outdoes everything else is it causes Crit/DH RNG to matter more. If you do not get consistent crits/DH on the big hits, your damage is going to suffer compared to someone who does.
For overworld mobs, that was a design change from HW where poeple complained that the overworld from ARR was too easy and was not threatening enough, so they made the expansion mobs hit harder and have more HP.
Last edited by Mikey_R; 08-09-2021 at 05:40 AM.
It isn't to do with how popular it is, it's all to do with the style of comabt. PVE is very scripted and because of that, you can make rotations more complex, give them more buttons to think about etc. Whereas with PVP, since everything is dynamic, and things can change in a split second, you need easier to execute rotations so that you can concentrate more on the fight and your surroundings.
The macro's were purposfully designed to not be effective in combat as the team did not want poeple to reduce the jobs to 1 or 2 macros that played the job for you.
Edit: As for the thread in general, the problem with having a high potency attack that vastly outdoes everything else is it causes Crit/DH RNG to matter more. If you do not get consistent crits/DH on the big hits, your damage is going to suffer compared to someone who does.
For overworld mobs, that was a design change from HW where poeple complained that the overworld from ARR was too easy and was not threatening enough, so they made the expansion mobs hit harder and have more HP.
That's an interesting bit of history there. Personally I'd have gone the way of making the mobs be in larger groups but still die fast, have CC be meaningful as dmg mitigation and also add a few Elites with real threat. Instead of doing the generic fix of "make number bigger" across the board.
In regards to crit, I agree, but it evens out over the 11 minutes or so of a fight. Another solution would be to simply have 2 or 3 "main" dmg burst skill have guaranteed direct crits, or better yet a crit chance multiplier (1.5x or 2x), that way CRT as a stat is still valuable, but dmg gets normalized much earlier in gearing which smoothes out the overall curve without blunting the fun peaks.
Just an opinion tho. Can't say for sure how that would work.
Last edited by Rhaggnos; 08-09-2021 at 07:17 AM.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote



