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  1. #11
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,676
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    I don't think the fight design has especially become worse mechanically. We also had braindead strats in previous expansions, they were just not named as such, and I refuse to fall into the rose tinted glass syndrome that comes with that territory.

    Some things are interesting or sometimes more fleshed out than the older fights, but on the other hand, they've been moving away from fight hurdles that make certain classes have to work harder to keep their rotation up:

    - big hitboxes making melees sweat a lot less about it (even though they still lorded over rphys before as well in terms of damage alone, because they already had close to full uptime)
    - weeding out of a lot of positionals on certain melee jobs (mainly monk)
    - shorter cast times for healers, allowing for more weaving and mobility
    - slower paced rotation loops
    - removal of enmity
    - removal of non lethal party resources management
    - simplification of burst synergy

    Which tends to make every fight extremely focused on damage more than ever because there isn't much more remaining to take care of, with the exception of cast times for casters, that are still here, but not as equally for most. For other jobs, it's full uptime (again, not that it was that much different for melees before, fights were literally designed already to favor full melee uptime, but melee disconnections were there).

    If anything though, i'm starting to suspect they've been giving us harsher DPS checks recently (DSR, abyssos, TOP) just because of it.
    (6)
    Last edited by Valence; 02-17-2023 at 06:29 AM.