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  1. #1
    Player
    ty_taurus's Avatar
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    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,563
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90

    Thought Experiment on AoE Buttons

    So, this is a topic that ultimately spans all roles, but I want to talk a bit about my thoughts on AoE buttons and gather opinions from others here on why or why not these are good ideas.

    Simply put, I do not like having dedicated buttons that exist exclusively for the purposes of AoE and have no function in single target situations. A number of jobs have several buttons that are effectively dead buttons in the vast majority of meaningful encounters--buttons that exclusively exist for mowing down trash waves and FATE enemies and little else. I want to be clear that this doesn't mean I want no AoE at all, but rather than having a button like Xenoglossy, for example, that Foul's potency should just be increase to match Xenoglossy, and the damage on secondary targets can be adjusted to maintain a balanced overall AoE potency. But I want to extend this idea further to even standard GCD actions, and to do that, I want to give an example of a thought experiment I have regarding Dancer.

    Now, Dancer is not a job starved for hotbar space, but it's the job I'm the most familiar with, and thus I want to share a simple concept on ways to fold its AoE exclusivity into its single target gamplay and ask some questions after. This is merely to get a greater understanding on how others feels about something like this, and perhaps gain some insight that I'm currently blind to. With that all said, here's what's on my mind:

    Existing DNC actions for reference:
    Cascade - Single target potency: 220
    Additional: 50% chance to proc Reverse Cascade

    Fountain - Single target potency: 100 | Cascade single target combo potency: 280
    Additional: 50% chance to proc Fountainfall

    Reverse Cascade - Single target potency: 280
    Additional: 50% chance to proc fourfold feather

    Fountainfall - Single target potency: 340
    Additional: 50% chance to proc fourfold feather

    Windmill - Point-blank AoE potency: 100
    Additional: 50% chance to proc Rising Windmill

    Bladeshower - Point-blank AoE potency: 100 | Windmill point-blank AoE combo potency: 140
    Additional: 50% chance to proc Bloodshower

    Rising Windmill - Point-blank AoE potency: 140
    Additional: 50% chance to proc fourfold feather

    Bloodshower - Point-blank AoE potency: 180
    Additional: 50% chance to proc fourfold feather

    Fan Dance - Single target potency: 150
    Additional: 50% chance to proc Fan Dance III

    Fan Dance II - Point-blank AoE potency: 100
    Additional: 50% chance to proc Fan Dance III[/LIST]


    Proposed DNC changes
    Cascade - Single target potency: 220
    Additional: 50% chance to proc Reverse Cascade
    NO CHANGE

    Fountain - Ranged AoE potency: 120 | Cascade ranged AoE combo potency: 280; deals 50% less to secondary enemies.
    Additional: 50% chance to proc Fountainfall per enemy struck.

    Reverse Cascade - Single target potency: 280
    Additional: 50% chance to proc fourfold feather
    NO CHANGE

    Fountainfall - Ranged AoE potency: 340; deals 50% less to secondary enemies.
    Additional: 50% chance to proc fourfold feather per enemy struck; only 1 fourfold feather can be gained per cast of Fountainfall.

    Fan Dance - Single target potency: 130
    Upgrades into Fan Dance II at level 50

    Fan Dance II - Ranged AoE potency: 150; deals 30% less to secondary enemies.
    Additional: 50% chance to proc Fan Dance III

    Windmill - Removed
    Bladeshower - Removed
    Rising Windmill - Removed
    Bloodshower - Removed


    Concept Summary
    In this experiment, DNC's current AoE rotation buttons are removed, and in their place, Fountain and Fountainfall are made AoE. Your single target rotation is completely unchanged. Your AoE rotation is more streamlined, but is also more consistent. This experiment comes with some pros and cons.
    Pros:
    • DNC frees up 5 spots on their hotbar for new actions
    • AoE damage is more consistent
    • Space gained from the removal of these actions could go to creating something more interesting for both single target and AoE.
    Cons:
    • DNC's AoE rotation is simplified
    • There's no way to know if what replaces the lost actions would be more worthwhile
    While on the topic of utilizing the newly freed up hotbar space, it's also possible that rather than removing the AoE actions, they could be reworked in some way. For example, Rising Windmill and Bloodshower could perhaps be an alternate 1-2 combo with some restrictions, offering an alternative set of tools to use regularly between bursts. For example, Rising Windmill might have a cooldown and cost Esprit, creating an alternate Esprit spender that combos into Bloodshower.

    My question
    I want to leave a final thought here with anyone who wants to jump in: do you like this concept? How would you feel if this approach was taken with every job provided that these adjustments do not have a negative impact on the gameplay rotation of those respective jobs? (i.e. any loss of depth on the AoE side is accounted for with any new actions added with some of the newly allotted hotbar space). Furthermore, if you specifically do not like this approach, why? What do you believe is lost even if the changes are accounted for in the revamping of these tools?
    (0)
    Last edited by ty_taurus; 03-14-2023 at 05:50 AM.

  2. #2
    Player
    Semirhage's Avatar
    Join Date
    May 2015
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    1,704
    Character
    Nemene Damendar
    World
    Midgardsormr
    Main Class
    Red Mage Lv 90
    Hole-poking in the theorycraft: Deep Dungeons. I want to carefully pull mob X while not alerting mob Y. Now, the vast majority of XIV's content doesn't require that kind of care or finesse in a multi-target scenario, but it would largely delete the ability to carefully manage actually dangerous non-boss encounters.

    Whether that's an acceptable loss is up to you.
    (5)

  3. #3
    Player
    ty_taurus's Avatar
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    Sep 2013
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    Limsa Lominsa
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    3,563
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by Semirhage View Post
    Hole-poking in the theorycraft: Deep Dungeons. I want to carefully pull mob X while not alerting mob Y. Now, the vast majority of XIV's content doesn't require that kind of care or finesse in a multi-target scenario, but it would largely delete the ability to carefully manage actually dangerous non-boss encounters.

    Whether that's an acceptable loss is up to you.
    That's a fair point, and I do engage with deep dungeons myself. In this take, you could still use Cascade though and pull the mob to the hallway. There are some potentially tight situations, but as long as not literally every button is consequently AoE, it's not an unavoidable circumstance. And Dancer already has to be mindful of its steps far more than what would likely be like an 8 yalm AoE max.
    (0)

  4. #4
    Player
    Renathras's Avatar
    Join Date
    Dec 2014
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    2,747
    Character
    Ren Thras
    World
    Famfrit
    Main Class
    White Mage Lv 100
    I think it might be a smidge more productive to discuss the issue in vacuum rather than with specific actions that strike as a proposal. But it may depend on what you're trying to say here. If talking about "every job", getting lost in the weeds of DNC specifics may not be as helpful.

    In a GENERAL sense, I think it's fair to note that having separate AOE rotations only makes sense if the game is designed where fights frequently feature AOE parts of fights and the rotations have serious trade-offs for using one over the other. In ARR, for example, using AOE skills burned TP (for TP using Jobs) and MP for casters VERY quickly, making them not feasible for extended use. They also did low enough damage some Jobs would need 5+ targets before swapping to their AOE rotation. But, fights also often featured add or cleave phases. That was also true in older MMOs that this concept of having the different AOE rotation came from (though "rotation" is kind of a misnomer, as it was often just one or two skills). Some classes even specialized in dealing AOE damage, at the cost of having reduced single target capability. So the distinction actually kind of mattered.

    In FFXIV, at this point, it kind of almost never matters...outside of things like Deep Dungeons. Granted, that could be solved by having just one of the buttons in your rotation be single target to use as a pulling tool, so it's not exactly an insurmountable barrier, but it is important to consider.

    A second component that isn't important MECHANICALLY but is very important in reality: Aesthetics.

    Compare PLD's single target rotation to its AOE rotation. The single target rotation is a sequence of slashing attacks and lunges. But the two AOE strikes are circular spins. This is also true with NIN's single target vs its AOE knife throw and ground Mudra-like follow-up. A lot of Jobs having their single target rotation do AOE damage would look...odd - PLD's Fast Blade or Riot Blade, for example. But if all attacks were AOE, that might turn out to look visually boring and unsatisfying to players. And this is (fortunately or unfortunately) a real concern.

    It's LESS of an issue with magic attacks, though still kinda there. Fire 1 being an AOE is a little harder to justify than Fire 4 being an AOE, for example.

    .

    In a vacuum, for many Jobs, merging their single and AOE rotations would probably not be much of an issue - SMN is PRACTICALLY already there, for example, if their Energy Siphon, Painflare, and Tri-Disaster/Precious Brilliance did the same damage to their main target as Energy Drain, Fester, Ruin III and Gemshine (respectively) did. Though again, not having a single target pulling tool might be problematic...though that could also be handled with Role actions (e.g. re-add Break as a Caster role action). But for other Jobs, especially Melee and Tanks, and to an extent BRD and MCH both, the aesthetic differences will become pretty real pretty fast.

    I'm not sure what a solution is, since you're right that at this point, for much of the game, you either use AOE or use Single Target and there's not really a "choice", and those AOE buttons are basically ignored for most of the boss fights in the game (though to be fair, boss fights AREN'T the majority of the game except to raiders...). So you're right to point out an issue, but I'm not sure what the ideal solution is.
    (0)
    Last edited by Renathras; 03-14-2023 at 02:15 PM. Reason: EDIT for length

  5. #5
    Player
    Rongway's Avatar
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    Aug 2013
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    4,145
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Dancer, reaper, samurai, and summoner (despite its lack of button volume) are notable for basically having two discrete sets of buttons, one for single target and one for AoE, where the AoE button set maps mostly 1:1 with the single target set. In the game's current state, this can be handled with a macro that swaps barsets between ST and AoE (see: Pastebin: FFXIV Two-mode Bar Switching Macro).


    What I would really like to see is a keybind that switches between single target and AoE mode at a system level. This would allow jobs to have AoE rotations that mirror their single target rotations and allow them to switch on the fly. AoE would be just slightly more complicated for most jobs but the tradeoff of creating parity with the single target rotations may be worth it; alternatively AoE simplicity might be maintained by mapping multiple single target actions to the same AoE action. Either way, single target wouldn't run the risk of drawing unwanted mobs that simply adding falloff damage to single target attacks would cause.

    The extent to which such a change should be applied to actions will vary between jobs. SAM, for example, should have this change apply to most of its oGCD Abilities because there are single and AoE versions of most of them. Contrast with RDM, which should not have its oGCD Abilities affected by an ST/AoE mode change at all.

    The biggest obstacle of course would be that current single target and AoE actions are learned at different levels, so levels would have to be unified between single target and AoE versions or it would need to be handled some other way.
    (0)
    Last edited by Rongway; 03-15-2023 at 07:57 AM.

  6. #6
    Player
    Icecylee's Avatar
    Join Date
    Mar 2011
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    206
    Character
    Rieanna Cohen
    World
    Excalibur
    Main Class
    Gunbreaker Lv 90
    As a controller player, I actually *prefer* having separate AoE and ST buttons, for what it's worth. I have one bar set up for ST focused stuff, like dungeon bosses or trial/raids, and then another bar set up for mass pulling, and swap between them. Maybe this isn't as fluid on kb/m, but I've been playing on controller since 1.x and it's second nature at this point. Also tend to play tanks these days, and I think being able to have a simplified, completely separate AoE rotation from the ST one is actually good for mass pulling? Trying to use all the mitigation required in a mass pull *while* doing GNB's ST opener sounds like complete hell tbqh. And while dungeons aren't "real" content, they're still content I probably spend more time on than anything else since I do level all jobs to cap and don't particular care for modern savage fight design so they've really felt like dead/wasted buttons in particular. I'd much sooner them start doing add phases than consolidate / make dedicated AoE buttons an afterthought.
    (1)

  7. #7
    Player
    UkcsAlias's Avatar
    Join Date
    Dec 2021
    Posts
    733
    Character
    Aergrael Iyrnrael
    World
    Ragnarok
    Main Class
    Scholar Lv 100
    Quote Originally Posted by ty_taurus View Post
    A number of jobs have several buttons that are effectively dead buttons in the vast majority of meaningful encounters--buttons that exclusively exist for mowing down trash waves and FATE enemies and little else.
    *looks at healer kits*

    I think the issue for dps isnt that bad. As while it can be useless for a lot of encounters, you still can face both types. Healers however can have cases in which healing barely has to be done at all. Most healing buttons are rarely useful, but only exist because in the rare case you need it, its at least there.

    Sometimes situational abilities just have to exist, and AoE is on that a common enough case. A lot more common than a cure1 has in the lategame, and still more common than cure2 which is usualy still only for healing a tank that cant self sustain enough (funny enough, this is usualy during the same times that AoE abilities are used, showing that AoE is a lot more useful even in that case).
    (0)

  8. #8
    Player
    Valence's Avatar
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    Oct 2018
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    3,662
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    I was about to write on how great are skills with cleaves (AoE damage falloff) used in both ST and AoE scenari, like ShB DNC had on its AoE moves for instance, but the deep dungeon comment above made me ponder, so maybe adding cleaves on everything isn't a great idea (although a lot of jobs could benefit at least a little from this, namely RPR and BLM among others).

    Then I constantly go back thinking about adding ST and AoE stances, pure and simple. Turn on the AoE stance, and you get the damage spreading neatly, however you want to balance it, and it turns single target skills into cleaves for example. Or full AoEs. Or any combination, imagination is the limit really.
    - Pros: does what a dedicated ST/AoE hotbar system with macro for a swap already can do, and liberates so much hotbar room without having to dedicate a crapload of system hotbars to it that it's actually disgusting.
    - Cons: might lack of intuitiveness for new players, might also fall into a clunky "cleric stance" feel, unless maybe they make it an instance swap with no CD. It would really need a smooth UI system to back it up, and I don't trust their UI team the slightest.
    (0)

  9. #9
    Player
    ty_taurus's Avatar
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    Sep 2013
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    Limsa Lominsa
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    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Well, like with the example, not every button is an AoE. In Deep Dungeons, you could still very easily pull an enemy with Cascade since it's still single target. As someone who does do Deep Dungeon content often, if I'm close enough to a non-aggroed enemy I don't want to fight that a normal-sized AoE attack will clip them, why the hell am I fighting right there? The second that enemy turns around, they're aggroed anyway. Why wouldn't I pull what I'm fighting away from them?

    And also, even if it is an issue, should one example of secondary content demand an additional 5 buttons exist on a job just to avoid a fringe case of inconvenience in said content--especially when many jobs are already subjected to that inconvenience with the AoE attacks they currently have that are used in single target rotations? As said with DNC, Standard Step and Technical Step are far more dangerous in regards to accidentally clipping additional enemies. Or, if we need to cureall solution for that content, you could also just add a bonus action to Deep Dungeons like how there are 5 bonus actions in variant dungeons that you can pick 2 of, that toggles a stance which reduces your action radius to 0 yalms.
    (0)

  10. #10
    Player
    SargeTheSeagull's Avatar
    Join Date
    Dec 2016
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    421
    Character
    Rad Calidum
    World
    Ultros
    Main Class
    Red Mage Lv 100
    I generally dislike how AoE kits are handled in 14. I find "same as single target but aoe" abilities just boring and lazy. Deep dungeon aside, there's almost never a time where you want to hit just one enemy and not any others, at least there's no downside to hitting more than one. I honestly wouldn't mind your suggestion. That said, I do miss how DNC worked in ShB where flourish would proc your aoe and single target flourishes so you'd have to be in melee range for 2 GCD's but that's a different discussion. I really just don't like having 3 or 4 extra abilities that function identically to other buttons in your kit but are AoE. It's just button bloat.
    (1)

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