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  1. #1
    Player
    SargeTheSeagull's Avatar
    Join Date
    Dec 2016
    Posts
    421
    Character
    Rad Calidum
    World
    Ultros
    Main Class
    Red Mage Lv 100

    2 minute meta: Rework or Remove?

    Yes, it's another 2 minute raid buff thread. This horse has been beaten to death but I got a new whacking stick so why not. Someone brought this up on the xivdiscussion subreddit and it got my noggin joggin'. Let's say the devs leave this to a community vote. In 7.0 we get two options:
    1. Raid buffs are put back on the cooldowns they had before EW.
    2. Raid buffs are entirely removed. Anything that increases how much damage your party members deal, be it a buff on them or a debuff on the enemy, is gone.

    Which would you pick and why?
    (0)

  2. #2
    Player
    SargeTheSeagull's Avatar
    Join Date
    Dec 2016
    Posts
    421
    Character
    Rad Calidum
    World
    Ultros
    Main Class
    Red Mage Lv 100
    For me, I'd go option 2. As far as I can tell there are really only three jobs whose fantasy is built around buffing allies (DNC, BRD, SCH) and the whole "buff allies" thing has been spread to so many jobs that it seems to have lost all thematic punch. I mean if I were a FF fan (who hadn't played 14) and were asked "name a job who's all about buffing allies" i probably wouldn't say ninja or dragoon or red mage. Beyond that, it also seems like the issue isn't so much the timing of raid buffs but more the volume of them. If there were only two or three in the game total then screwing up a buff window wouldn't be such a big deal. On top of that it also seems like raid buffs are stifling job design more than aiding it. You can't really have a job without a burst window anymore and though a lot of people like that, i don't think the point of having multiple classes in an MMO is so you can pick your favorite VFX to see every two minutes.
    (4)

  3. #3
    Player
    TheDustyOne's Avatar
    Join Date
    Nov 2021
    Posts
    617
    Character
    Dusty Two
    World
    Behemoth
    Main Class
    Red Mage Lv 100
    Personally, any party-wide damage increases should either be removed outright, maintained consistently throughout the rotation (like Bard songs currently), or put back on staggered timers. If we really want to have ally buffs as a form of utility on jobs that aren't typically support focused, they should be limited to a single ally instead.

    I don't mind the co-ordinated bursts, I just hate how much it focuses on the 2 minute burst in particular, to the point that all jobs have to be designed around it or be deemed too weak. I didn't mind having to think about the Ninja using their Trick Attack every minute, it gives me something to think about on jobs with pooled resources. I don't mind that we had smaller bursts on odd minutes, and then a big burst again at 6 minutes, it meant that jobs with a steadier damage output like old PLD still had a place in the party and could take advantage of all buff windows compared to old Warrior who couldn't always use IR on Trick windows. I do mind that it's all on the 2 minute mark and if you mess up, your damage is now desynced from the rest of the party whether you like it or not. What was thought to be something more accessible, turned out to be extra punishing while simultaneously removing depth from party compositions.

    I'd be fine with either reworking raid buffs, or near-total removal (keep a couple on the support focused jobs), but I don't want to keep the current raid buff design.
    (6)
    Last edited by TheDustyOne; 10-17-2023 at 11:08 AM.

  4. #4
    Player
    Connor's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    2,073
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    I feel like option 2 would just cause more problems than solve them. Like what happens to Bard and Dancer if they can’t buff the party? Physical ranged can’t have dps close to casters because of ‘balance’, but if they stay as they are but with no buffs they’d be kinda useless. Then there’s the whole thing with mobility no longer being a role advantage, as evidenced by Summoner. If they boost physical ranged damage to be on par with casters though then they just cancel them out.

    They could just have every job do the same damage I guess, but it’d be a bit unfair for the people who do enjoy supporting the party to just completely lose to access to it on every job. Plus it would make dps feel even more homogenised if they all reached the goal of ‘kill enemy’ the same way. Part of what makes dps enjoyable to me is having the choice of a selfish dps like Black Mage or Samurai, something more ‘middle of the ground’ like Dragoon or Ninja, or something more support oriented like Bard or Dancer.

    That said I do agree that their ‘raid buff homogenisation’ has gotten way out of hand, and the ‘2-min meta’ has made it all the more apparent. Plus, it’s just kinda weird that practically everyone has a raid buff now lol. I wouldn’t be surprised if Black Mage and Samurai get ones in Dawntrail.
    Personally I think it makes more sense to cull the majority of current ‘raid buffs’ but with the exception of certain skills or mechanics that are central to the job like Bard’s song buffs or Dance Partner / Technical Finish. And of course things like Chain Stratagem or Astrologian’s cards. There is of course the issue of ‘but then you always need those jobs’ , but that’s pretty much already happens because of 1% party buff anyway. It’s not like people are generally taking like, X4 melee or X4 ranged to raids. I don’t think it’s too out there to expect a party to have 2X melee, 1 caster and 1 ranged.

    Ultimately I wouldn’t be sure about option 1, but I definitely wouldn’t choose 2 personally. But I would say that definitely agree that something needs to change regardless.
    As an aside, I’m curious whether people feel the same about ‘non-damage raid buffs’. They’re not as consequential, but they have become fairly ubiquitous lol
    (2)
    Last edited by Connor; 10-17-2023 at 11:24 AM.

  5. #5
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,632
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by SargeTheSeagull View Post
    Let's say the devs leave this to a community vote. In 7.0 we get two options:
    1. Raid buffs are put back on the cooldowns they had before EW.
    2. Raid buffs are entirely removed. Anything that increases how much damage your party members deal, be it a buff on them or a debuff on the enemy, is gone.

    Which would you pick and why?
    I'd take the first option. I like synchronizing buffs. I like wanting to be cognizant of those upcoming buffs' timings. I like the cumulative advantage of having no deaths and no desync-causing freakouts (in a way that extends beyond just Weakness/BoD and lost GCDs).

    The current state just feels a little too all-or-nothing, is all, such that I really couldn't give a damn about my banking resources except X seconds before each raid burst unless I have an AST in my party and I'm (likely to be seen as) the lead dps of my type (Melee or Ranged).

    That said, if it were on offer, I certainly wouldn't pass up a default UI raidbuffs-CD-slider bar or the like that'd make tracking those upcoming raidbuffs a little easier for everyone so that we don't fall back on the excuse that it's "just too hard" to track CDs separately of 60, 90, 120, and 150 seconds. (And maybe also the ability to further filter buff types onto however many status effect bars we choose.)
    (9)
    Last edited by Shurrikhan; 10-17-2023 at 11:21 AM.

  6. #6
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,878
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Both of these are bad options.

    The system that we had previously meant that not all jobs synchronized with buff timings equally well, resulting in rDPS disparities. Some jobs like NIN were perennial picks, because a 1 minute buff aligns with pretty much everything. It also meant that your buff windows could be just free dps if they didn't align with mechanic checks.

    Removing buffs entirely simplifies gameplay even further, and is essentially a non-option. I'm not sure why this was framed as a choice.

    I think a better question is whether burst should be occurring around two minute cycles, or whether that cycle should be shorter or longer. Shorter cycles (i.e. 1 minute) lends itself better to more intensive gameplay and mechanic checks. Longer cycles (i.e. two or three minute) allow us to have job designs that are less timer-driven and allow for a greater degree of actual resource management. One thing that fits in with this is the question of whether you can 'store' your one minute mini-burst to add to the end of your big burst window under certain conditions. P8S was a fight which rewarded this type of thing. You can only do this if gauges are designed appropriately, with the capacity to store additional resources than you need for performing your standard rotation.
    (6)

  7. #7
    Player
    Rychu's Avatar
    Join Date
    May 2023
    Posts
    107
    Character
    Damian Ravenhold
    World
    Cactuar
    Main Class
    Red Mage Lv 100
    Option 2 without a doubt.

    I know it's already been said that "oh well the jobs will just be homogenized to do the same thing, deal enough damage to kill the boss" which is a pretty weak argument. Samurai and Black mage both have that exact same philosophy "no raid buffs, all damage", but they couldn't play any more differently from each other.

    It is just frustrating knowing that every job has to fit into this 2 minute box, and especially when the said two minutes comes up during parts of fights that does not play well with said burst window. I have brought it up plenty of times in the forums but P12S is miserable on Red Mage because 2 of the burst windows happen when casters are forced to be away from the boss and cannot do their melee combo. And the damage of Red Mage isn't good enough to force a random pf party to adjust for you, but that's a separate issue.

    I would prefer if they just got rid of all of the 2 minute burst abilities and move the damage to somewhere else in their kits. We can keep consistent buffs like bard's songs and maybe rework dancer's technical finish to do something similar instead of just being a burst window buff. This decision to have all jobs in a 2 minute window means that we will never ever get another job that is just sustained damage throughout a fight, because they won't fit into the burst window.

    The 2 minute meta was made to make it easier for new players to understand how to play their jobs "right", but guess what? New players don't care about pressing their buttons immediately as they come off cooldown, meaning they won't fit into the burst phase regardless. All this does is force endgame players to play a specific way every raid tier.
    (1)
    Last edited by Rychu; 10-17-2023 at 03:24 PM.

  8. #8
    Player
    Ggwppino's Avatar
    Join Date
    Feb 2022
    Posts
    340
    Character
    Ggwppino Yarappoi
    World
    Louisoix
    Main Class
    Arcanist Lv 100
    In my opinion there are just too many buffing classes. There are jobs that are blatantly selfish but have the buff quite unjustifiably. And with the advent of arena-wide buffs, it's just a button press for them.
    (2)

  9. #9
    Player
    Neoyoshi's Avatar
    Join Date
    Aug 2013
    Location
    ☀ Ul’dah ☀
    Posts
    984
    Character
    Neoyoshi Kaligawa
    World
    Gilgamesh
    Main Class
    Monk Lv 100
    I'll pack up and take my Brotherhood elsewhere. *switches to Fisher Job*
    (0)


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  10. #10
    Player
    GoatOfWar's Avatar
    Join Date
    Jul 2022
    Posts
    976
    Character
    Pepper Oni
    World
    Twintania
    Main Class
    Samurai Lv 100
    I really don't see the problem with some classes doing less damage in a raid setting where everyone gets buffs.
    Warrior SHOULD be the weakest tank offensively with all the bloated sustain and utility they have. You can't be the best at everything, that just leaves no room for the other tanks to ever be a good pick over yours. You need to be worse at *something* than the other tanks. Why even have 4 different tanks if 1 of them is just the de facto best in every given situation? I don't see the point.
    (1)
    Last edited by GoatOfWar; 10-17-2023 at 05:50 PM.

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