'complexity is when many ogcd in burst window, the more ogcd the more complexity'


'complexity is when many ogcd in burst window, the more ogcd the more complexity'
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.
Last edited by Shurrikhan; 01-08-2023 at 08:48 AM.
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.
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.




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?
Last edited by VentVanitas; 01-08-2023 at 01:08 PM.
A fixed combo (de)buff is dull, yes. See Disembowel or Chaos Thrust in single-target.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.
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.
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.
Last edited by Shurrikhan; 01-09-2023 at 10:33 AM.
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