That would have zero impact on how we play except for/from when there are therefore no buffers in the randomly matchmade group. It's the first raid buff that forms the gameplay. The rest are redundancies to increase the chance of having access to that gameplay.
This would only constrain Dancer gameplay by making its personal damage dependent on having a buff-stacked comp (unless you mean only that particular Dancer's buffs, in which case you've still reduced Dancer's ability to spread its ST buffs).An absurd and imaginative example Let's take the DNC:
"Technical Finish" with low or non-existent CD to always keep up devilment (with a doubled duration) with Tillana usable every minute.
A standard step that can be used every 30 seconds on a target or on oneself which buffs for 10 seconds and if in these 10 seconds the partner overcomes x damage you get "Pas de deux" (name taken at random) which has y potency. Espirit that gains gauge for how many buffs you have active: 0 buff -> 0 gauge, 1 buff -> 5, 2 buff -> 10.
Even under the current raid buff timings, there is no need for "classes that are highly synchronized with all the same windows to vomit damage". You do not 2-minute-synced attacks even now. You need only have balanced party contribution (which is not the same thing as fflog's rDPS metric) in an average/random-composition party despite that, which can be managed through even rather modest compensation so long as you're not expecting every job in a given tier to have the same solo dps.With a class like this there is no need to have classes that are highly synchronized with all the same windows to vomit damage thanks to the job designers (because let's face it, the synchronization is very artificial and is not thanks to the intellect of the players).
Rather the timings of bursts come from three things:Less synergetic use of raid-wide buffs, though, could easily be compensated for. That's not the reason nor issue here.
- The devs wanting to add mechanical intensity to burst intervals, creating additional challenge
- The devs wanting a more "all together" rhythm to party dynamics (and thereby ease in delaying damage as a team, such as when the mechanical intensity is too high for people to pull off their full bursts at that time).
- The developers believing that more homogenized rates of attack are easier to learn and therefore more desirable to a large section of players that (apparently) hold a majority of the value for appeasement.
It has nonetheless slightly diminished through removing alignment of buffs, though. Your skill ceiling, even as the buffer, is literally less in that context that it would be when working alongside other buffers. ???With only one such class, the role of the buffer is not diminished by a single key press every 120 seconds that everyone has.
Which we can already do right now. ???Furthermore, this way you test the capacity of the buffer and of your party mates to always be ready to synchronize with buffs especially in hard-content.



Reply With Quote

