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  1. #11
    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brief amount of time, up to 3 frames for platformers, IIRC, to give a window where a certain action which is supposedly no longer valid to be possible.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.

  2. #12
    Player
    OliviaLugria's Avatar
    Join Date
    Jan 2024
    Posts
    477
    Character
    Olivia Lugria
    World
    Sargatanas
    Main Class
    Black Mage Lv 100
    I think the biggest failure of the system is that the skills that use it were chosen poorly. It shines much more when on utility skills. Some examples being triple cast, Thunder clap, and an advant.

    I think the way they work in the mch kit is mostly alright to, even if the animations are all over the place. You're never really overcapping or waiting for burst.

    Skills like spinshatter and shadow bringer don't really need the 2nd charge., and I personally think it hurts the jobs these skills are attached to.
    (2)

  3. #13
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,372
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by OliviaLugria View Post
    I think the biggest failure of the system is that the skills that use it were chosen poorly. It shines much more when on utility skills. Some examples being triple cast, Thunder clap, and an advant.

    I think the way they work in the mch kit is mostly alright to, even if the animations are all over the place. You're never really overcapping or waiting for burst.

    Skills like spinshatter and shadow bringer don't really need the 2nd charge., and I personally think it hurts the jobs these skills are attached to.
    That’s what I said as well

    Charges work best on skills that augment other skills (such as thin air) or utility skills (like thunderclap)

    Something like shadowbringer there is legit no difference between “2 charges of 600 potency and 1 charge of 1200 potency” outside of crit variance but honestly they should just have made it a single charge and distributed the other potency elsewhere. As for something like phlegma with a non 60 second CD there is never really a time when you don’t hold 2 charges so you may as well change it to something like “60 second CD every second use has double potency” for all the changes it’ll actually make to SGE’s gameplay
    (0)

  4. #14
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    3,840
    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."

  5. #15
    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
    Quote Originally Posted by Rein_eon_Osborne View Post
    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.
    Minute Phlegma optimisation is still more than SCH has, which is nothing.

    I wouldn't even call whatever we're doing with Energy Drain as "optimisation" anymore, considering that you don't ever need to use anything other than Energy Drain unless you're progging or your cohealer is really bad.
    (0)

  6. #16
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    3,959
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    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).
    Please no, Air Anchor shenanigans is not exactly the idea I have of fun optimization... Those on cooldown long recast GCDs are kinda cancer ngl: one of the newfangled terrible toys they brought with BLU and ShB. I'd rather have things tied to resources with low recasts with an inclination on player's agency when to use them and why...
    (0)

  7. #17
    Player
    ShadowNyx3's Avatar
    Join Date
    Feb 2015
    Posts
    132
    Character
    Aloh'ir Lazoran
    World
    Cactuar
    Main Class
    Monk Lv 100
    Just kill the 2 minute meta. Problem solved.


    Quote Originally Posted by OliviaLugria View Post
    I think the biggest failure of the system is that the skills that use it were chosen poorly. It shines much more when on utility skills. Some examples being triple cast, Thunder clap, and an advant.

    I think the way they work in the mch kit is mostly alright to, even if the animations are all over the place. You're never really overcapping or waiting for burst.

    Skills like spinshatter and shadow bringer don't really need the 2nd charge., and I personally think it hurts the jobs these skills are attached to.
    This is very true though. Maybe the 2 minute meta would not feel as bad if all jobs didn't have to deal with poorly chosen charge skills.
    (0)

  8. #18
    Player
    Rithy255's Avatar
    Join Date
    May 2022
    Posts
    1,841
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    Charge system for ogcd attacks? - I generally dislike this, theirs some examples where its fine, but usually this leads to just being saved for burst windows, this could be better if 2 minutes wasn't so dominate of a system.

    Charge system for utility skills? - Such as oblation, aurora, Holy sheltron (gauge is a flash charge system), Non attacking gap closers, I generally like as it's actually where flexibility can be nice and important.
    (1)

  9. #19
    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
    Something else that's worth mention in regards to charges is that, charges on actions with long cooldowns suffer more from the store-and-dump mentality. Take Sage's Phlegma, for example. A 40 second cooldown means you only actually get one instance of Phlegma between each burst window, because two of the three charges you'll generate between each burst window are to be saved for the next. One of the things I keep pitching for Sage is reducing the cooldown of Phlegma from 40 seconds to 20 seconds, and that actually can do a lot of good for the store-and-dump situation as well, because between one burst and the next, you'll generate six Phelgmas instead of three, and now suddenly you go from Phlegma being almost exclusively a burst window button to now something you're using more often than you do during that burst, because you now have four Phlegmas that you can use instead of only one, and I personally think that also makes the store-and-dump mentality feel better as well.
    (0)

  10. #20
    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
    Quote Originally Posted by ty_taurus View Post
    Something else that's worth mention in regards to charges is that, charges on actions with long cooldowns suffer more from the store-and-dump mentality. Take Sage's Phlegma, for example. A 40 second cooldown means you only actually get one instance of Phlegma between each burst window, because two of the three charges you'll generate between each burst window are to be saved for the next. One of the things I keep pitching for Sage is reducing the cooldown of Phlegma from 40 seconds to 20 seconds, and that actually can do a lot of good for the store-and-dump situation as well, because between one burst and the next, you'll generate six Phelgmas instead of three, and now suddenly you go from Phlegma being almost exclusively a burst window button to now something you're using more often than you do during that burst, because you now have four Phlegmas that you can use instead of only one, and I personally think that also makes the store-and-dump mentality feel better as well.
    That would also solve the issue of potency bloat.

    If we reduce the CD and potency on these big burst window abilities, we'd actually have a better combat system. We'd have a more active gameplay during the cooldown period between bursts and the reduced potency from being able to use those abilities more means that damage swings from crit variance and buff stacking would be smaller as a result.
    (0)

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