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  1. #1
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,832
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Reimmi View Post
    mobility abilities doing damage is bad game design imo
    Why?

    That seems a warrant that would apply also to fall-off AoEs (or AoE | ST shared CD pairs), or arguably CDs of any sort. You might, for their presence, be "burdened" with having to consider the value of getting x more relative hits by holding Guren some 10 seconds for adds vs. blowing Senei on CD on the boss. You might be burdened with remembering not to hit a CD on CD before a period of forced downtime.

    Why should the knowledge required to optimize gap closers with damage be considered differently? What makes the cases by which it rewards you for remembering when you'll actually need that mobility so bad for gameplay? Why is that added skill ceiling considered "bad game design" despite it functioning like any other part of learning how to best use one's kit in a given fight?




    With damage-dealing gap-closers, a job's performance is faintly, faintly more variable (though, only up to the point the free mobility CDs can cover all one's ability needs), but one's apm is also more faintly consistent (the button not going to waste when absent of its situations, such that it is more an actual skill than just a mechanic-cancel key). The difference is ultimately miniscule. But it is a means, like any other kit optimization, of rewarding knowledge. So what's so bad about it.
    (5)
    Last edited by Shurrikhan; 07-06-2022 at 01:33 PM.