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  1. #1
    Player
    Hana_Monogatari's Avatar
    Join Date
    Oct 2021
    Posts
    29
    Character
    Hana Monogatari
    World
    Sargatanas
    Main Class
    Black Mage Lv 90

    2min Cooldowns: The Dungeon Experience

    6.0's universal change to 2-minute cooldowns for raid buffs has negatively impacted FFXIV's overall combat experience in dungeons.


    DUNGEON LENGTH
    Dungeon pulls typically take 1min/pack and 2min/boss, or ~5 minutes per checkpoint. With 2 minute CDs, every other pack now feels like a slog since all major cooldowns are still unavailable (2 usages/chkpt). In 5.x, there was usually always something up for each pack, either your buff or another's.

    Bosses taking a bit over 2:00 does not feel good. Wasting your 2min CDs—now everyone's only real utility!—on a boss that will die halfway through Arcane Circle makes it feel that much worse. Jobs like RPR or DRG, which require time to properly get all their fun high-potency moves out every 2min, are now in a pickle since the boss will die before they can press everything. In 5.x, you knew Brotherhood would be back up in 90s, in time for the next mob pack. Now, it is simply wasted as that extra 30s means you will have to wait a full mob pack before you can press it again.

    As another example, Trick Attack/Mug feels even worse with 2min CDs. If your dungeon run is taking on the longer side, every other pull you'll have to sit with Mug on cooldown waiting for a satisfying time to press it. This isn't about optimizing damage—it's about what feels good. Mug, Ley Lines, Blood Weapon—Universal 2min CDs forces more and more of these "not fun" buff usages onto the player.


    TANKS
    If you are a Tank, pressing your 1min buffs when there is nothing going on is not fun. The positive feedback telling you you're playing in sync with your party is now only every 2min, whereas before buffs were always rolling, with interactions that increased your damage—1min Trick, 90s Brotherhood, 2min Tech Step, 3min Litany—constantly rolling in and out.

    Now, every other 1min window feels gutted. Not only are your own 2min CDs not up for these, but there is not even any compelling reason to do them, other than "It'll align things for the 2 minutes". This impacts high-end raiders looking for more dps, but also the casual player: it feels good to press buttons to get more damage. A 100k Hyosho Ranryu is more exciting than a 90k Hyosho Ranryu. Aligning with a buff makes you feel better at the game, with tangible feedback your party is actually a synergizing team. People like feeling powerful, and more buffs at different times more often makes each self-buff window feel better than a few 2min buffs.

    There's no need to look at party composition anymore. Every DPS job has basically the same buff. Every Tank has the same rotation. Everything is same-y, and since we're running dungeons every week for tomes, helping this be the least monotonous as possible ought to be high on a dev's priority.


    In short: not as fun! Things misalign and are less exciting with universal 2min buffs. Square please consider changing for 7.0 :(
    (4)

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,801
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Hana_Monogatari View Post
    Things misalign and are less exciting with universal 2min buffs.
    Things misalign more without them.

    Less exciting? That depends on whether you want only to be aligned with the whole party or with just some third to two-thirds of it.

    If you are a Tank, pressing your 1min buffs when there is nothing going on is not fun.
    Welcome to how each person having a different buff cycle template (60s, 90s, 120s, etc.) feels. That said, it shouldn't be hard to tell that if you don't hit your 60s per 60s, it's not going to sync up at 120s.

    Trick Attack/Mug feels even worse with 2min CDs. If your dungeon run is taking on the longer side, every other pull you'll have to sit with Mug on cooldown waiting for a satisfying time to press it. This isn't about optimizing damage—it's about what feels good. Mug, Ley Lines, Blood Weapon—Universal 2min CDs forces more and more of these "not fun" buff usages onto the player.
    I'll agree, though, that less frequent bursts usually feel worse than more frequent ones, as long as they're still long enough (e.g., 45s+) to actually feel like "burst" and one still has multiple levels of said burst (some CDs, all CDs; or, some CDs, different set of CDs, all CDs together; etc.).

    Bosses taking a bit over 2:00 does not feel good. Wasting your 2min CDs—now everyone's only real utility!
    Agreed, but unless they start off tuned to take the likes of an extra half-cycle over mod(2 minutes), gear acquisition and the deviations in player skill will inevitably push you to just over or under a cycle. And being just under the time required for another cycle can feel even worse, as you've then wasted the up to 40-some seconds of would-be cooling before the next trash gather.

    Dungeon pulls typically take 1min/pack and 2min/boss, or ~5 minutes per checkpoint.
    The same applies here. Without controlling both ilvl and having only very small deviations in player performance, you're never going to get a perfect sync between a frequency of events and the time required to complete a wing of an instance.

    The only difference if some were running, say, a 90s template of CDs instead is that some half of the party would be screwed and the other not, instead of being able to potentially compensate slightly to ensure no one is if the content is synced closely enough (or the party otherwise being fine or being screwed-but-together-and-in-sync-to-lesser-total-loss).



    Tl;dr:
    I've no horse in the race either way, but I really doubt 2-minute CDs, specifically, are the core issue you're facing.

    I know it's popular to shit on 2-minutes these days, but one need only have played in prior expansions to know that, apart from fewer jobs unfortunately having fewer externally-sourced minor burst windows (making a NIN-assisted DRK less engaging now that before TA was replaced by Mug as the raid buff), those aspects were identical back then, too.
    (4)
    Last edited by Shurrikhan; 12-27-2022 at 03:46 AM.

  3. #3
    Player Reap00's Avatar
    Join Date
    Aug 2013
    Posts
    998
    Character
    Riamara Skye
    World
    Marilith
    Main Class
    Red Mage Lv 100
    In my experience dungeons take 12-20m regardless of optimization. There are a few groups here and there where a wipe will happen but its pretty rare. I don't see any need to micro manage what I am doing in the dungeon. I press buttons. Things die. I move on.
    (6)

  4. #4
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,266
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    Overhauling PLD shows a certain commitment to this. It's a big decision to overhaul a job that has never been overhauled on this scaled just because they want 2min buff windows and giant hitboxes.

    I haven't particularly noticed a difference. In dungeons, everything dies fast anyway because of gear. You could start potting if you really want another cd.
    (1)
    In other news, there is no technical debt from 1.0.
    "We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
    https://youtu.be/ge32wNPaJKk?t=560

    Quote Originally Posted by Jeeqbit View Post
    Want to know why new content will never last more than 20 minutes? Full breakdown:

  5. #5
    Player Ivtrix's Avatar
    Join Date
    Feb 2020
    Posts
    959
    Character
    Ivtrix Impreria
    World
    Goblin
    Main Class
    Red Mage Lv 90
    I always blow cds on the first pack, and one in the boss. Then save for the next first pack.

    If we really be struggling and the boss is 20% or so I’ll pop them.

    Idk just use them on cooldown and you should be fine.
    (5)

  6. #6
    Player
    Striker44's Avatar
    Join Date
    Jan 2022
    Location
    Uldah
    Posts
    1,066
    Character
    Elmind Exilus
    World
    Gilgamesh
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Reap00 View Post
    In my experience dungeons take 12-20m regardless of optimization. There are a few groups here and there where a wipe will happen but its pretty rare. I don't see any need to micro manage what I am doing in the dungeon. I press buttons. Things die. I move on.
    This times 1000. Are we seriously writing a paragraphs-long rant about burst windows in regular dungeons? I rarely like the phrase "first-world problems", but wow...
    (3)

  7. #7
    Player
    RobynDaBank's Avatar
    Join Date
    Sep 2021
    Location
    Wraeclast
    Posts
    1,521
    Character
    Hope Sunflame
    World
    Twintania
    Main Class
    White Mage Lv 100
    The two-minute meta murdered my puppy.
    (6)
    Mortal Fist

  8. #8
    Player
    SannaR's Avatar
    Join Date
    Feb 2018
    Posts
    3,313
    Character
    Sanna Rosewood
    World
    Midgardsormr
    Main Class
    White Mage Lv 100
    Man next we'll hear that they kicked someone for not potting and eating food in a dungeon run or something. Like yes practice your rotation but unless you're running with a pre-made who the eff cares if your 2mins line up or not in a damn dungeon run. At least you don't have to wait for things to come off of CD just because you died and I mean everything not the few things this still applies to.
    (3)

  9. #9
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    3,843
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    From my own anecdotal daily roulette experiences, each wall pulls and boss will last longer than 2m if one of the party member are semi-afk or just not playing decently in general (i.e. pure healers, single targeting DPS, spend more time chatting/dying than playing). I noticed this because I'm particularly aggressive when running as a healer whereas random healers tend to play too carefully, hence as soon as I queued anything but one, the slower pace becomes immediately apparent.

    ...Not sure about the 'fun' part though, considering they are relative. I just watch how many % the boss have left by the time the buff comes back up. Anything below 10% means I'll just hold it and rejoice in knowing the party I'm matched with are kickin' and alive. Otherwise, no biggie.
    (0)

  10. #10
    Player
    dspguy's Avatar
    Join Date
    Aug 2013
    Posts
    1,667
    Character
    Jain Farstrider
    World
    Leviathan
    Main Class
    Marauder Lv 100
    As a tank, I've always found the 2nd, 4th and 6th pulls take a little longer, but nothing serious. I don't know what solution a player would want. We already have 2 minute burst windows for most jobs. Shorten them to 1 minute? Make them variable with the dungeon length? Reset all abilities every time no one has hate (a pull is over)?
    (1)

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