I'm having a withdrawl, dot haters, please stop thinking about yourselves. I just want one class with at least 2 dots and at least one ability that interacts with them (e.g. fester, sidewinder). I don't mind which class it is, I just need dots
I'm having a withdrawl, dot haters, please stop thinking about yourselves. I just want one class with at least 2 dots and at least one ability that interacts with them (e.g. fester, sidewinder). I don't mind which class it is, I just need dots
I sometimes think back to when SMN/SCH had like 5-6 DoTs to manage and I loved it, I find DoT upkeep to be really engaging. It's a shame they are eager to kill off as many as possible, the most any one job has now is a grand total of two and the "management" is a single button, hell we don't even have a skill like Bane that spreads them anymore, which feels...wrong.
I’m hoping for a job that utilizes dots now since they were taken away from most jobs that use them. I want a job that dots are the base and need to be interacted with. Don’t think we’ll get it but I can still want it. I very much like DoT jobs.
IIRC the reason they started moving away from DoTs and other effects for gameplay is because 1.0 spaghetti code makes it incredibly easy for those jobs to be broken in 24-mans, world bosses, and especially in Eureka/Bozja like content. Enemies can only have a certain number of debuffs inflicted on them and anything over that number simply fails to apply. It really hamstrung jobs that use DoTs and weakened any skills they used that required both dots being on a target to work.
PLD gets three DoTs!
http://king.canadane.com
There are ways for there to be DoT attacks without counting as a debuff, such as passive effects/entities like turrets/Esteem or ground based AoEs. I'm positive there are other methods I have not thought of either that plays around with the limitations of the engine as well. I think the bigger problem about a potential DoT job may be a bit more disappointing though, something as simple as SE not wanting to make a job that has people thinking "I can't see my numbers so I don't know if I'm doing well" perhaps.IIRC the reason they started moving away from DoTs and other effects for gameplay is because 1.0 spaghetti code makes it incredibly easy for those jobs to be broken in 24-mans, world bosses, and especially in Eureka/Bozja like content. Enemies can only have a certain number of debuffs inflicted on them and anything over that number simply fails to apply. It really hamstrung jobs that use DoTs and weakened any skills they used that required both dots being on a target to work.
Last edited by VentVanitas; 03-02-2022 at 06:09 PM.
I do miss early 2.0 dots on SCH
Larek Darkholme @ Ragnarok
I had this exact problem in Eureka. Too many debuffs on the NM so my DoTs wouldn't land.IIRC the reason they started moving away from DoTs and other effects for gameplay is because 1.0 spaghetti code makes it incredibly easy for those jobs to be broken in 24-mans, world bosses, and especially in Eureka/Bozja like content. Enemies can only have a certain number of debuffs inflicted on them and anything over that number simply fails to apply. It really hamstrung jobs that use DoTs and weakened any skills they used that required both dots being on a target to work.
Imo the way to solve the 'Debuffs take up too much space' problem with DoTs is to make one that's self-stackable. X Potency per Y stack every tick over Z seconds. You can have the cheater instant-stack cooldown on a super short duration to emulate Tri-Disaster and even build in the Iron Jaws refresh and Huton extension mechanics automatically into the base spell. And not only does it open up manipulating the stacks AND the duration you have for burst, you're actively encouraged to do so in SE's case, because the potency it gets and number of times it stacks is going to be something people want you to increase as you upgrade the skill but snapshotting is something they're not gonna fix. Since it'll do a significant portion of filler damage and XIV's engine holds all your raid buffs together, you'll want to make a burst phase that lasts around 25s that forces you to spend and reapply those stacks repeatedly to ensure it doesn't get full uptime with certain bonuses. Not that that's a bad thing, but it's something SE would do if they're going to do something like this to a meaningful degree.
The only downside, and it is a downside, is you don't get to see a flurry of debuffs on one enemy. But that's the thing XIV's trying to stop to begin with, so I think we can let that one slide if they did something else interesting with it.
Petition Thread for "Playable Loporrits": https://forum.square-enix.com/ffxiv/threads/436512-Make-them-Playable-You-Cowards
Are You Happy with the Endwalker Healer Reveal? - Poll: https://strawpoll.vote/polls/2e6mxhnx/vote - Thread: https://forum.square-enix.com/ffxiv/threads/443437-Poll-Are-You-Happy-with-the-Healer-Kit-Reveal-for-Endwalker
Mechanics are Aesthetics. Graphics don't make interesting gameplay.
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