Results 1 to 10 of 21

Hybrid View

  1. #1
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,632
    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.

  2. #2
    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.