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  1. #41
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    People love to overdramatize their experiences to make them sound more skillful than they actually are. Base human reaction time is measured on the order of hundreds of milliseconds, even for college level and professional athletes, and that's before you even factor in latency and animation locks. It's also longer for visual cues than it is for auditory ones. Your numbers are off by 3-4 orders of magnitude.

    Fixed rotations are very much just muscle memory. If you add in more random elements to either the rotation or as branches in fight design, then you force the player to adapt dynamically rather than following a preset script. The simplest type of proc is where you just push a button when it lights up, but it could represent an actual branch point in your rotation if it's designed that way. The reason why we don't see much of this is because players already struggle with simple visual branching cues in fights as they are designed. Could you imagine if your rotation branched off dynamically based off of visual procs as well? No shot.
    (3)

  2. #42
    Player
    Hezhi's Avatar
    Join Date
    Aug 2015
    Posts
    125
    Character
    Hezhi Lann
    World
    Odin
    Main Class
    Monk Lv 90
    Quote Originally Posted by Lyth View Post
    The reason why we don't see much of this is because players already struggle with simple visual branching cues in fights as they are designed. Could you imagine if your rotation branched off dynamically based off of visual procs as well? No shot.
    I think that'd be fun and cool. Let me adapt dynamically, other games do it and its fun. Even in this game BRD used to have dynamic procs like that before and all the BRD nuts (poor souls) I know loved it.
    Players dont need to be coddled. As long as the buttons on the action bars aren't convoluted and incomprehensible it's fine to allow people to make mistakes and struggle a bit getting the PERFECT rotation down. We're headed the opposite way of that, the path of static dumb rotations with no resources to manage and barely anything to potentially mess up, and a quick glance at the forum will show you that people almost unanimously hate it.
    (8)

  3. #43
    Player
    LeonKeyh's Avatar
    Join Date
    May 2020
    Location
    Gridania
    Posts
    655
    Character
    Leon Keyh
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Lyth View Post
    People love to overdramatize their experiences to make them sound more skillful than they actually are. Base human reaction time is measured on the order of hundreds of milliseconds, even for college level and professional athletes, and that's before you even factor in latency and animation locks. It's also longer for visual cues than it is for auditory ones. Your numbers are off by 3-4 orders of magnitude.

    Because SCALE is important. We're sitting here talking about how there's something that is a 2 mile walk away and a 5 mile walk away and about how the 5 mile walk is much farther and you're jumping in and saying "The circumference of the Earth is 25,000 miles, a 3 mile difference isn't a lot."

    We're not talking about playing professional sports, we're not talking about elite trained military, we're not even talking about _competitive skill-base focused_ PvP games like FPS's and MOBAs. We're talking about a hotbar-based tab targetted MMO. By the very nature of an RPG, a lot of the "skill" is replaced by character elements (class, stats, etc), "aiming" and "dodging" are just dice rolls based on your characters stats.

    At that scale, the things that we're talking about are the difference between the skill floor and skill ceiling and they are _relatively_ more complicated/difficult/skillful whenever compared to lower players.
    (10)

  4. #44
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Scale is important, yes. You're not performing actions on a 1 ms reaction time, because axonal conduction doesn't travel fast enough for that.

    I'm not saying that you can't feel proud of learning your opener and core rotation. But how do you differentiate between players who are all able to do that much at baseline? I don't personally think that adding a '4' to the end of '1-2-3' is the answer. Some people now say procs and variability, others on the previous page say no. Hard to say, really. But the devs do need to think outside the box when it comes to skill expression.
    (4)

  5. #45
    Player
    Saimeren's Avatar
    Join Date
    Sep 2021
    Posts
    234
    Character
    Saimeren Stons
    World
    Brynhildr
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Dyvid View Post
    Magical ranged DPS attack foes using a variety of arcane arts. Movement is restricted by casting times, but they excel at inflicting high burst damage.
    -SMN is a fine example against this term. Almost their entire skill set is instant cast giving incredible movement with no DPS penalty. Even RDM is required to cast 50% of the time.
    This honestly doesn't work in a game like FFXIV which relies so heavily on mechanic based fights. Fights where you might have to move every few seconds to avoid attacks. This kind of gameplay works great in other MMO's like WoW, GW2 and SWTOR because their fights allow you to stand still and hard cast. This is the exact reason a lot of the community state that Black Mage is one of the harder jobs to play in this game. Throw it into WoW and it would be a relatively easy job to play just like WoW's mage. (Granted with a slightly more involved rotation.)

    The other reason this doesn't work is because every job deals roughly similar-ish damage. Or at least has jobs in the different roles that can deal as much damage as the casters.

    The whole point of a "caster" is that they're supposed to deal the most damage out of any dps. The drawback is that they're immobile and have to spend some time casting. Their damage also comes at the end of their cast rather than the beginning/ right after the button push like Melee.

    The benefit of a Melee is that they can still deal 100% of their damage while moving. They have mobility but give up a bit of damage.

    Anymore now a days everyone wants to deal the exact same damage as the next guy, so all roles now have to deal big burst damage. This gives "casters" a significant disadvantage with no gain over the mobile Melee.

    Having Magic damage dealers with instant casts makes perfect sense in the modern day of gaming. Unless they're going to nerf Melee damage to compensate their Mobility vs the casters cast times, I don't see this trend changing.

    And if in the next expansion Summoner's get Leviathan, Shiva and Lord Thunder Bread and their rotations are long hard casts, I'm willing to bet that you'll see a significant drop off in the amount of people playing Summoner. People like mobility. It's fun. Take that away and you'll see the same trend as Black Mage.
    (3)
    Adorable creatures with unacceptable features!

  6. #46
    Player
    Dyvid's Avatar
    Join Date
    Mar 2011
    Location
    Maelstrom
    Posts
    3,057
    Character
    Dyvid Pandemonium
    World
    Adamantoise
    Main Class
    Blacksmith Lv 90
    Quote Originally Posted by Saimeren View Post
    This honestly doesn't work in a game like FFXIV which relies so heavily on mechanic based fights. Fights where you might have to move every few seconds to avoid attacks. This kind of gameplay works great in other MMO's like WoW, GW2 and SWTOR because their fights allow you to stand still and hard cast. This is the exact reason a lot of the community state that Black Mage is one of the harder jobs to play in this game. Throw it into WoW and it would be a relatively easy job to play just like WoW's mage. (Granted with a slightly more involved rotation.)

    The other reason this doesn't work is because every job deals roughly similar-ish damage. Or at least has jobs in the different roles that can deal as much damage as the casters.

    The whole point of a "caster" is that they're supposed to deal the most damage out of any dps. The drawback is that they're immobile and have to spend some time casting. Their damage also comes at the end of their cast rather than the beginning/ right after the button push like Melee.

    The benefit of a Melee is that they can still deal 100% of their damage while moving. They have mobility but give up a bit of damage.

    Anymore now a days everyone wants to deal the exact same damage as the next guy, so all roles now have to deal big burst damage. This gives "casters" a significant disadvantage with no gain over the mobile Melee.

    Having Magic damage dealers with instant casts makes perfect sense in the modern day of gaming. Unless they're going to nerf Melee damage to compensate their Mobility vs the casters cast times, I don't see this trend changing.

    And if in the next expansion Summoner's get Leviathan, Shiva and Lord Thunder Bread and their rotations are long hard casts, I'm willing to bet that you'll see a significant drop off in the amount of people playing Summoner. People like mobility. It's fun. Take that away and you'll see the same trend as Black Mage.
    Yea, but it's worked for 9 years now. We have done it for 9 years. We have had no issue with casting for 9 years. BLM, which is consider the heaviest in casting has ranked in the top five DPS year after year.
    (12)

  7. #47
    Player
    Dzian's Avatar
    Join Date
    Feb 2012
    Location
    Ul'dah
    Posts
    2,837
    Character
    Scarlett Dzian
    World
    Sargatanas
    Main Class
    Bard Lv 76
    Quote Originally Posted by Saimeren View Post
    The other reason this doesn't work is because every job deals roughly similar-ish damage. Or at least has jobs in the different roles that can deal as much damage as the casters.

    The whole point of a "caster" is that they're supposed to deal the most damage out of any dps. The drawback is that they're immobile and have to spend some time casting. Their damage also comes at the end of their cast rather than the beginning/ right after the button push like Melee.

    The benefit of a Melee is that they can still deal 100% of their damage while moving. They have mobility but give up a bit of damage.

    Anymore now a days everyone wants to deal the exact same damage as the next guy, so all roles now have to deal big burst damage. This gives "casters" a significant disadvantage with no gain over the mobile Melee.

    Having Magic damage dealers with instant casts makes perfect sense in the modern day of gaming. Unless they're going to nerf Melee damage to compensate their Mobility vs the casters cast times, I don't see this trend changing.

    And if in the next expansion Summoner's get Leviathan, Shiva and Lord Thunder Bread and their rotations are long hard casts, I'm willing to bet that you'll see a significant drop off in the amount of people playing Summoner. People like mobility. It's fun. Take that away and you'll see the same trend as Black Mage.
    There's also a defensive element to this. With jobs also being roughly equal in terms of survival as well..

    In days of old.
    Melee DPS would hit hard, they could take a couple of hits, but had limited mobility. (Have to stay in range in order to do damage)

    Caster DPS hit very hard, had almost no mobility, but could often take a hit via magic shields or control enemies with enfeeblements like sleeps or binds to keep them at a distance.

    Then you had what was the hysical ranged DPS class. Bows, guns, bombs, etc. They hit super hard, were super mobile. But were incredibly fragile the slightest hit would kill them.

    Back in those days these jobs were often referred to as the "Glass Cannons". super strong DPS jobs but took a lot of skill to stay alive.

    These days it doesn't work out though as modern encounters are so scripted around timed and unavoidable damage, Shame really. some of those old school glass cannnons were hella fun to play
    (6)
    Last edited by Dzian; 06-14-2022 at 06:35 AM.

  8. #48
    Player
    stellahawke's Avatar
    Join Date
    Dec 2021
    Posts
    27
    Character
    Stella Clegane
    World
    Exodus
    Main Class
    Botanist Lv 90
    Quote Originally Posted by Saimeren View Post
    Having Magic damage dealers with instant casts makes perfect sense in the modern day of gaming.
    yes it does make sense but in moderation and not there entire kit. old smn was still super mobile when ya needed it and not for the whole time. old smn had the 4 pet attacks, phoenix, swiftcast, and ruin 4 and ruin 2. and we had ogcds to fill inside alot of those so its not just standing around till the next gcd is up. old smn had enough movement to do any content without being in terms of a physicals range. classes can have movement but they can be smart about how they implement it this current movement system. this is why sense the current smn is not like any of the other casters and is a black sheep in the caster catagory cause its does not follow the definition all the other casters have to follow. which is a class that has cast times. redmage still has cast times. and the instacast is ok sense the other system for the class is rng based and they play hand in hand. blackmage is a full on century cannon but still has decent amount of movement keep some uptime.
    (11)
    Last edited by stellahawke; 06-14-2022 at 06:08 AM.

  9. #49
    Player
    Colt47's Avatar
    Join Date
    Jun 2011
    Location
    Uldah
    Posts
    1,809
    Character
    Kan Himaa
    World
    Balmung
    Main Class
    Gladiator Lv 100
    Right now job changes are basically falling into two camps: Quality of life improvements or dropping complexity to try and get each job in roughly the same place. Not going to comment on the samurai change since I don't have a strong opinion one way or another with it. Melee feels like it is in a good place right now and the only thing that they might do whether people like it or not is maybe tweak dragoon. Honestly, the one lesson I've learned all these years is that the jobs that are the most complex tend to be the jobs that have the highest dps. Dragoon and Bard are two of them and DRK was another one for a bit there.
    (4)

  10. #50
    Player
    butchersblock's Avatar
    Join Date
    Apr 2022
    Posts
    150
    Character
    Jinn Goda
    World
    Twintania
    Main Class
    Marauder Lv 41
    Quote Originally Posted by Colt47 View Post
    Right now job changes are basically falling into two camps: Quality of life improvements or dropping complexity to try and get each job in roughly the same place. Not going to comment on the samurai change since I don't have a strong opinion one way or another with it. Melee feels like it is in a good place right now and the only thing that they might do whether people like it or not is maybe tweak dragoon. Honestly, the one lesson I've learned all these years is that the jobs that are the most complex tend to be the jobs that have the highest dps. Dragoon and Bard are two of them and DRK was another one for a bit there.
    Melees were in a good spot in Shadowbringers, not Endwalker (with the exception of Monk) and job complexity does not equal DPS. All the jobs are similarly easy to play with the one punishing job left being BLM who's not as strong as melees. DRK is also the 2nd easiest tank to optimize.
    (3)

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