Not sure why so many players think that fixed rotation jobs are oh so hard to play. Everything becomes muscle memory in under a month. What differentiates melee jobs in the end is how you maintain uptime.
Not sure why so many players think that fixed rotation jobs are oh so hard to play. Everything becomes muscle memory in under a month. What differentiates melee jobs in the end is how you maintain uptime.
It´s not about "hard to play". It´s about "harder to play than other in their execution". If you need 15 buttons to do the same stuff other do with 5 buttons, then ofcourse there is a difference. You do even have classes where you spam one button multiple times (aka Tanks, SMN), it´s pretty much impossible to fail, meanwhile other need way more practice and decision-making in fights. The most players can´t just jump on any class and execute easily with them as they can on DNC, SMN, Tanks and even current RPR / MNK.
And given to the actual prime example... RPR outclasses DRG by miles with less to care about. The 2 rotations you need to care for are getting highlighted, the mark is everything the player have to keep an eye on. Meanwhile DRG is sitting on an easy 10 button standard rotation, but it has a lot inbetween, might have to delay stuff, stucks in animations, have to double-weave if possible and so far needs way more efford to execute properly with all the circumstances in the kit itself.
It´s not justified if easy to play chars are superior in any things. SE knows that and that´s why RDPS classes lack behind for a long time now. So should melee and caster aswell, if they have nothing left to care about.
Last edited by ssunny2008; 12-28-2021 at 01:04 AM.
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