Results 1 to 10 of 130

Hybrid View

  1. #1
    Player BrokentoothMarch's Avatar
    Join Date
    Jun 2021
    Posts
    282
    Character
    Niku Yuku
    World
    Balmung
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Shurrikhan View Post
    Then I have to wonder how narrow a range of change would be acceptable to you as an addition to SAM...


    I'm sorry, but that's straight up a matter of you lacking practice with conal AoEs and casts, then. You should never be targeting an enemy that will die before you can complete the cast. That's the same logic as with literally any other cast. And you absolutely can preposition Tenka sufficiently to deal with ADHD tanks.


    There is no absolute need to add buttons to add interactions. Nor would the reduction to gameplay you're asking for reduce SAM's button count.
    While I have agreed with most of what you say, to pretend that positionals are some sort of deep mechanic that had complexity is like trying to tell me that putting orange caps on the orange bottles and blue caps on the blue ones is similarly complex and stimulating. Positionals are, by their nature, a veiled attempt at difficulty and more a "Are you paying attnetion?" check. This is not difficult. This is very inherently a chore and to call it gameplay would be akin to calling moving to the left the same. Technically, you'd be correct, but let's be real.

    This is mostly the only bit that miffed me considering that, if this notion is rejected, suddenly someone has a narrow view of what could be added to SAM, which is honestly pretty... well, narrow-minded.
    (1)

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,870
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by BrokentoothMarch View Post
    This is very inherently a chore and to call it gameplay would be akin to calling moving to the left the same. Technically, you'd be correct, but let's be real.

    This is mostly the only bit that miffed me considering that, if this notion is rejected, suddenly someone has a narrow view of what could be added to SAM, which is honestly pretty... well, narrow-minded.
    Then what of Savage raiding, 90+% of which is "move to X at time Y"? Mere chore? Just get rid of it all those mechanics, too? If preemptive movement is so "tedious" as to be considered gameplay only by the thinnest technicality... what is there to do among the endgame?

    But let's say we follow your line of reasoning and reject any and all mechanics that required paired consideration without requiring additional button counts. No more cast times. No more positionals. Done. Is that not a narrower span of gameplay than before such was excluded?

    If a job had several or so paths of development available to it previously, but you sought to constrain that to just a few because the remainder didn't meet your personal definition of "worthwhile gameplay", have you not set a narrower view of what could be added to SAM?
    (2)