Page 1 of 3 1 2 3 LastLast
Results 1 to 10 of 21

Hybrid View

  1. #1
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,607
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90

    Cooldown overflow vs cooldown charges.

    One quality of life change we got in Shadowbringers was the inclusion of the charge system for specific cooldowns on each job. Charges allow you to work toward a second—or sometimes even a third use of a specific cooldown, and the biggest benefit to this system is that no real time progress toward those cooldowns is lost while you sit on that cooldown. This lets you delay the use of that action as needed. And I want to make it clear that this has been, in more ways than not, a great improvement to the game. There are a lot of actions that really benefit from having additional charges. Bard’s Bloodletter/Rain of Death being probably the best recipients of this change.

    That being said, this system does have a flaw, which is that it also adds pressure on the player to try and store charges specifically for the burst window. Ironically, this works against the other value of charges offering you the flexibility to delay cooldowns, since those extra charges now benefit from being conserved rather than used at your leisure. Astrologian’s Draw sees this consequence quite heavily. Where Astrologian used to use cards regularly throughout their gameplay, they now aren’t. Instead, they wait and try to use their charges within their buff window, leaving only a few charges generated between those 2 minutes to add to their gameplay experience.

    So I wanted to ask how everyone would feel if we also considered a cooldown overflow system as an alternative. This system allows you to work toward a portion of your next use of the action, but cannot fully produce a charge. Maybe it varies from one action to the next, but imagine that perhaps you can progress as much as 50% of your actions cooldown, and if you reach that point, the cooldown pauses halfway. This would need to be communicated clearly through the UI, but I’m curious what you think of a concept like this. Please note that this does not have to replace charges as a concept. Some actions can still have full charges, but others could instead only have partial overflow to prevent that pressure to save and dump on certain actions.
    (5)
    Sage has failed to live up to the fantasy of a sci-fi DPS healer. Please change this for 8.0. Make Sage fast, exciting, and aggressive. It should feel like a healer that plays like a DPS. Empower the aspects of Sage's unique healing mechanics: Kardia and Eukrasia to give its healing playstyle more identity.

  2. #2
    Player
    AluneTempest's Avatar
    Join Date
    Dec 2021
    Posts
    84
    Character
    Yor Forger
    World
    Behemoth
    Main Class
    Blue Mage Lv 80
    The system we have now, you have the flexbility to hold a charge for burst windows or use w/e you wants. With this ''cd overflow'' the game is pressuring you to use the action and not give you that flexbility, in some fights that have a long downtime, this is a very bad idea.

    People store charges for burst windows because this is the most optimal way to have the most DPS in a fight, you don't need to do this, because only a small part of the content in the game have DPS checks like Savages and Ultimates.

    Theres no flaw in this specific system you are pointing, 2 minutes meta is the real problem here but again, 2 minutes meta only matters for a small part of the game content that are Savages/Ultimates.
    (1)

  3. #3
    Player
    Local_Custard's Avatar
    Join Date
    Mar 2023
    Location
    Ul'dah
    Posts
    379
    Character
    Rhel'a Tayuun
    World
    Sargatanas
    Main Class
    Culinarian Lv 83
    I'm not too certain on the full ramifications of this. As I think through what this might do, I can see some semblance of its time convenience. But beyond that, this change might not change too much. I do not optimize my gameplay (yet) so maybe I am not the target player to take advantage of this hypothetical. I think it doesn't solve the baseline problem (the 2 minute meta) but in all fairness it doesn't sound like this idea is meant to fix it. I do think this idea is interesting and maybe could use some work. If the meta wasn't 2 minutes and instead unique to each job, maybe this idea would behave a bit differently. Though, I'm just some scrub so maybe I don't know.
    (0)
    I love the men in this game

    I finally return to the game! Current goal: getting all my jobs to 90

  4. #4
    Player
    rawker's Avatar
    Join Date
    Dec 2014
    Posts
    1,197
    Character
    Rawker Stone
    World
    Excalibur
    Main Class
    Paladin Lv 90
    But wouldn't that introduce more problems for making the game too forgiving?
    (0)

    #FFXIVHEALERSTRIKE


    - Seraphism is BAD.
    - Give us back Shadowflare and make Deployment/Emergency Tactics affect Biolysis
    - Give us back Rouse
    - Make pet management rewarding.

  5. #5
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,607
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by rawker View Post
    But wouldn't that introduce more problems for making the game too forgiving?
    Honestly, I don't care how forgiving the game gets. There are multiple things I think could stand to be more forgiving, things that would better benefit the casual player more than the current attempt at "forgiving" achieves, because I don't actually think job design is all that forgiving for the casual player. It's forgiving for the midcore player who already understands the game's core mechanics enough anyway. The thing I care about is that regardless of how easy the point of entry is, there is still elements that can be mastered for every job, and that every job's core gameplay feels intuitive and cohesive. One of the reasons I ponder on ideas like this is because I feel as good as the charge system is in most places, there are jobs that it hurts, namely healers. The pressure to store and dump is present on many jobs, but when trying to factor in other potential offensive options that the healers could have, charges for offensive actions are very often going to be a given. And we see this already with how the charges on Draw have made one of the core aspects of Astrologian something that is now largely a burst tool rather than a consistent part of their gameplay and contributes to one of the job's biggest pain points, which is how weave-heavy its burst window is so much so that Lightspeed is a mandatory part of their burst rather than the mobility resource it used to be.

    And the thing is, even if we can move away from the 2 minute meta, there will always be some amount of pressure to save charges for moments where buffs are present. Now, I totally support the notion that not everything has to revolve around optimization. I think it's unhealthy how much we look at optimized play as mandatory in a game where most content could be cleared by a corgi sitting on a keyboard. But at the same time, I think the road to optimization should feel intuitive, and I think there is some amount of store-and-dump logic that is not. Not that I feel that store-and-dump is never intuitive, because there are jobs where I think it works well, such as Dancer's feathers. But that's also why I say that I'm not proposing this as a solution to replace charges. Just something that could be considered for some actions alongside others having charges.
    (1)
    Sage has failed to live up to the fantasy of a sci-fi DPS healer. Please change this for 8.0. Make Sage fast, exciting, and aggressive. It should feel like a healer that plays like a DPS. Empower the aspects of Sage's unique healing mechanics: Kardia and Eukrasia to give its healing playstyle more identity.

  6. #6
    Player
    rawker's Avatar
    Join Date
    Dec 2014
    Posts
    1,197
    Character
    Rawker Stone
    World
    Excalibur
    Main Class
    Paladin Lv 90
    Quote Originally Posted by ty_taurus View Post
    snip
    i understand where you're coming from when you initially made this thread. The idea of introcuding coyote time to cooldowns is great, I cannot deny, but the way coyote time and to some extent input buffering(the game already has this one) work is to allow a very brief amount of time, up to 3 frames for platformers, IIRC, to give a window where a certain action which is supposedly no longer valid to be possible. that, in itself, is still subject to optimization.

    Applying the same concept to FFXIV where certain abilities will have some of its cooldown to overflow towards the next will tend to rely on it, which why I said it will be too forgiving. I mean, we survived before when it wasn't there. We became more attentive and aware of our cooldowns to prevent excessive drfiting. I don't see any long-term benefit of introducing this to the game when it is already close to brain-dead rotations to majority of its jobs. When all I see nowadays are players want consolidating combos into single buttons... healers having 1 filler and 1 dot for ~90% of the fights. When a tank is overflowing with self-sustain and still not content with it. Gutting a job off its identity because "we want blinding effects" instead of tackling the issues, head on. Adding more simplification will only lead to another making the game too forgiving and will actually hurt the game
    (0)
    Last edited by rawker; 05-09-2024 at 04:07 PM.

  7. #7
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,367
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Honestly burst window or no I would prefer with the charge system that only actions that don’t cause damage or have actual utility should have charges

    Thin air/gap closers - yes have charges
    Phlegma/assize/mudras/cards - no don’t have charges

    CD’s of skills should be changed to reflect that and decouple so many skills from the burst window. You should be doing more than 1-2-3 outside the burst window

    The best example I can currently think of for why the alternative is preferable is RDM’s 2oGCD’s on the damage side and emergency tactics on the healing side. They are relatively rigid, RDM’s 2 oGCD’s have a large part in organising the flow of RDM’s rotation and as for emergency tactics it has such a low CD as to be up basically whenever you actually need it but you can’t store charges to make it more powerful than it needs to be
    (3)

  8. #8
    Player
    ASkellington's Avatar
    Join Date
    Dec 2019
    Posts
    959
    Character
    Xynnel Valeroyant
    World
    Balmung
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Supersnow845 View Post
    Honestly burst window or no I would prefer with the charge system that only actions that don’t cause damage or have actual utility should have charges

    Thin air/gap closers - yes have charges
    Phlegma/assize/mudras/cards - no don’t have charges

    CD’s of skills should be changed to reflect that and decouple so many skills from the burst window. You should be doing more than 1-2-3 outside the burst window

    The best example I can currently think of for why the alternative is preferable is RDM’s 2oGCD’s on the damage side and emergency tactics on the healing side. They are relatively rigid, RDM’s 2 oGCD’s have a large part in organising the flow of RDM’s rotation and as for emergency tactics it has such a low CD as to be up basically whenever you actually need it but you can’t store charges to make it more powerful than it needs to be
    I can agree with this somewhat. But I'd add heals to that too considering how often I sit on Intersection and Dignity since I don't need them.

    If Synastry worked on more than just my GCDs it'd be a perfect skill to have charges so I could use the psuedo-double cast more often. Dual tank buster? Synastry the tanks and use Exalt/Intersection.
    (0)
    I'm tired of being told to wait for post-patches and expansions for fixes and increased healing requirements that are never coming. Healers are not fun in all forms of content like all jobs should be, they're replaced by tanks and dps due to low healing requirements and their dps kit is small for 0 reason, when in the past we had more options and handled things just fine. I refuse to play healer in roulette come DT. I refuse to heal EXs, I refuse to go into Savage, and I am boycotting Ultimate.

    #FFXIVHEALERSTRIKE

  9. #9
    Player
    Aravell's Avatar
    Join Date
    Aug 2017
    Location
    Limsa Lominsa
    Posts
    1,982
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    Personally, I think this idea wouldn't really change how people play the game.

    What it would change is that it would reduce how punishing some jobs are in regards to drift. If you allow, say, Gluttony on RPR to cooldown overflow for half its CD, you reduce how punishing it is to drift it because it will always be up unless you somehow pressed it 1 and a half minutes after you were supposed to. Same goes for other jobs prone to drift like MCH and GNB.

    While it would certainly make some jobs less punishing to learn, I don't personally see how it could increase the skill ceiling.

    But if your main aim is to make jobs less punishing while also increasing the skill ceiling, I'd say make 60s buttons into 40s buttons. If someone doesn't drift, they get one extra cast in between burst windows, but if they're prone to drifting, they still get it for burst windows (assuming again that they don't play really badly).
    (2)

  10. #10
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    3,839
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Aravell View Post
    [...]But if your main aim is to make jobs less punishing while also increasing the skill ceiling, I'd say make 60s buttons into 40s buttons. If someone doesn't drift, they get one extra cast in between burst windows, but if they're prone to drifting, they still get it for burst windows (assuming again that they don't play really badly).
    I kinda like 40s timers because you get at least 1 charge to be used anywhere else that's not 2m reopener. We can see on today's Phlegma where 1 out of 3 charges in 2 minutes becomes a mobility/uptime resource.

    But then again, that's a very minimum low bar lol.
    (0)

    "Outside obvious jokes/sarcasm, I aim to convey my words to the future readers who may come across mine posts. Can I change -your- mind, somehow? Potentially... but that's not why I'm writing. You and I have wrote our piece(s). We don't necessarily need to change each other's mind. But we can change other's."

Page 1 of 3 1 2 3 LastLast