Ehh. I mean, alright then, I guess? But I'd love to be able to filter that shit off my Status Effects bar, at the least, cus it's generally about as relevant to moment-to-moment decision making as my FC buffs are. Granted, we need more Statue Effect filtration control regardless of whatever we do with raid buffs.
Aye, but that actually hurts the gameplay of the Bard itself, then, as it further rewards avoiding nuance, alterations, etc. If you can't hold Ballad for an AoE phase without so badly hurting your overall DPS on one end or the party's DPS through the dropped uptime (and desyncing Radiant Finale) on the other, the whole core mechanic of shifting around your bonus affordance (RoD, PP, Haste) becomes that much less leverageable and therefore worthwhile.Maintenance is another point as well, even if it's not exactly a deep decision to make. In order for the buffs to be constant, they have to be reused when they're falling off.
I'd like to see the staggered timers, but I still want a "full burst" window. I'd just happily turn those into flexible CDs instead, where for less "support"-ive jobs longer time charged = greater duration, while more "support"-ive jobs have more control and can perhaps toggle. I don't want to see more constant buffs, rotational or otherwise.That said, my actual preferred position would be to bring back staggered timers, and ideally remove a handful of the current raid buffs (whether that be outright disposal or rotationally maintained, effectively deleting it as a burst window anyway).
I'd honestly rather see Bard's constant buffs removed, and Battle Voice retooled into a flexible CD with effect based off current song, and for Dancer to have Closed Position to instead increase primary stats by 5% [thereby affecting healing and eHP, too] and have 2 charges on a 15s CD or so (with Standard Finish lingering after the swap or being removed such that Closed Position itself grants the buff -- either way).
I don't like replacing elements that have at least some skill expression with what, at greatest impact, just constrains behavior to further reduce in-practice complexity. Which is all I've ever seen from constant buffs, especially if their value isn't primarily contextual (see Bodyguard, Vigilance, etc.) or isn't a means of varying the other's kit (think PvP GNB's Draw, if it were to offer something in turn).
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Food for thought:
Moreover, why do we specifically need raid-buffs to note phases for which to bank and in which to burst? Like, why are discrete buffs the only form of pace-setting players can bring to the table?
Even outside of the encounter design additions mentioned before (e.g., dangerous adds to be burned down, burn shield to interrupt the deadly cast, vulnerability phases, etc.), there are things we could do with just, say, the damage types we let fall by the wayside.
What of Piercing, Slashing, and Blunt -- not in the sense of typal debuffs that force three names for the same thing, but instead as ways of bypassing or breaking enemy armor? What of enemy HP segmentation, or sub-units ("breakables parts")? You can still have <Dragoon doing its obvious tell> signal a full attack, even if that's entering Life of the Dragon ("I'm about to break through with Stardiver. Kick the f-er while he's down") instead of Battle Litany. Etc., etc.



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