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  1. #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brief amount of time, up to 3 frames for platformers, IIRC, to give a window where a certain action which is supposedly no longer valid to be possible.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
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    Last edited by rawker; 05-09-2024 at 04:07 PM.