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  1. #1
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,412
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    'complexity is when many ogcd in burst window, the more ogcd the more complexity'
    (1)

  2. #2
    Player
    Melethron123's Avatar
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    Apr 2022
    Posts
    95
    Character
    Kyara Melethron
    World
    Jenova
    Main Class
    Summoner Lv 100
    Quote Originally Posted by ForsakenRoe View Post
    'complexity is when many ogcd in burst window, the more ogcd the more complexity'
    wait until you hear about people who think refreshing dots is complex
    (1)

  3. #3
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,885
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Melethron123 View Post
    wait until you hear about people who think refreshing dots is complex
    No one has ever said this.

    Though, as with any not innately synced buff or cooldown with a decent bit of context, making optimal choices and tracking additional considerations, yes, adds complexity.



    A DoT/debuffing GCD is just a soft CD (much like any buffing GCD) with additional considerations based on target count.

    It's certainly not going to be any less complex given the same contexts that would allow for a buff to be interesting (e.g., Twin Snakes at sufficient Skill Speed, rather than Disembowel; Stormblood SAM more so than Shadowbringers/Endwalker), as it's just taking something already capable of a fair bit of contextual nuance and simply adding another layer to work with.
    (3)
    Last edited by Shurrikhan; 01-08-2023 at 08:48 AM.

  4. #4
    Player
    Melethron123's Avatar
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    Apr 2022
    Posts
    95
    Character
    Kyara Melethron
    World
    Jenova
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Shurrikhan View Post

    It's certainly not going to be any less complex given the same contexts that would allow for a buff to be interesting (e.g., Twin Snakes at sufficient Skill Speed, rather than Disembowel; Stormblood SAM more so than Shadowbringers/Endwalker), as it's just taking something already capable of a fair bit of contextual nuance and simply adding another layer to work with.
    you're right in saying that perma-buffs are equally as interesting as perma-dots, since both are very uninteresting. at the end of the day, they just exist to force DRG MNK and PLD to press the "other combo" without having to design interesting skills or interactions.
    (2)

  5. #5
    Player
    VentVanitas's Avatar
    Join Date
    Feb 2020
    Posts
    676
    Character
    Seiko Hanamura
    World
    Kujata
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Melethron123 View Post
    at the end of the day, they just exist to force DRG MNK and PLD to press the "other combo" without having to design interesting skills or interactions.
    What MNK has is fine, and forcing any other change on Twin Snakes/Demolish from the same people that work with the mindset of "idk what to do so let's just delete it" will only lead to disaster. Let's just leave literally the least problematic aspect of MNK (barring Dragon Kick) alone, yeah?
    (1)
    Last edited by VentVanitas; 01-08-2023 at 01:08 PM.

  6. #6
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,885
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Melethron123 View Post
    you're right in saying that perma-buffs are equally as interesting as perma-dots, since both are very uninteresting. at the end of the day, they just exist to force DRG MNK and PLD to press the "other combo" without having to design interesting skills or interactions.
    A fixed combo (de)buff is dull, yes. See Disembowel or Chaos Thrust in single-target.

    Demolish, though, is not that. Nor would any other (de)buff need to be. And you're still arguing to replace something able to carry contextual nuance with... absolutely nothing?

    Again, there's nothing mutually exclusive about any form of soft CD, be it buff, debuff (just an extra layer of complexity), or prorated ability, and complexity elsewhere. On the contrary, more flexible anchors like soft CDs tend to be better able to leverage and/or interact with complexity elsewhere. They just can't, by themselves, fix a stale/inflexible rotation.
    (3)

  7. #7
    Player
    Marxam's Avatar
    Join Date
    Aug 2013
    Posts
    2,284
    Character
    Blackiron Tarkus
    World
    Leviathan
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Melethron123 View Post
    wait until you hear about people who think refreshing dots is complex
    wait until you hear about people saying that pressing buttons is complicated.
    (0)

  8. #8
    Player
    Join Date
    Oct 2021
    Posts
    959
    Quote Originally Posted by Melethron123 View Post
    wait until you hear about people who think refreshing dots is complex
    Thunder III is quite literally more complex than anything any other non-BLM job has
    (9)

  9. #9
    Player
    Melethron123's Avatar
    Join Date
    Apr 2022
    Posts
    95
    Character
    Kyara Melethron
    World
    Jenova
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Nizzi View Post
    Thunder III is quite literally more complex than anything any other non-BLM job has
    if you think forcing procs with an ogcd that holds 2 charges and has a cooldown equal to the dot's duration is complex, sure
    (1)

  10. #10
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,885
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Melethron123 View Post
    if you think forcing procs with an ogcd that holds 2 charges and has a cooldown equal to the dot's duration is complex, sure
    Sharpcast is clearly not what's being referred to. Thunder's complexity comes from the varying net value of the cast based on upcoming uptime.

    And it, too, offered more complexity and agency in the past when you could use any of three durations and cast times in order to minimize lower-value time spent and maximize portion of higher-value time spent (e.g., within Astral Fire, or with old no-AF-refresh F4 spams, ARR quick-Flare, etc.) -- part of the reason why many requested it be turned into a quantized charged-up cast (e.g., charging up to a total of a 2.0, 2.5, or 3.0s cast), as seen in some other MMOs, instead of just being turned into a single option when its button count was consolidated.
    (4)
    Last edited by Shurrikhan; 01-09-2023 at 10:33 AM.

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