Isn’t the buff/debuff cap something that’s only really encountered in extremely specific circumstances like certain ultimates or Bozja though? I don’t get why they’d think ‘let’s get rid of this skill in case the player happens to do the 0.1% of content it might be a problem’ lol. Like surely it makes more sense to look at what it is about that context that’s causing so many buffs/debuffs in the first place lol (i.e debuff vomit in certain encounters).
Is there like some technical reason why they can’t just…make it higher? lol. I imagine it’s probably a bit more complicated than that lol, but maybe a workaround would at least make it a bit less restrictive.
As someone who prefers support oriented playstyles with a focus on buffing/debuffing, it’s extremely disheartening to know that basically that can’t ever be realized because you might hit the cap. Plus, how are they ever going to give healers new DoTs while the debuff cap is in place? They basically can’t because of 24-mans where 24/60 debuff slots are going to be taken up by damage over time (assuming 3 DoT per healer). I mean, that requires a lot of assumptions lol, like 100% uptime, but in theory. Then assuming there’s 1 Bard in every party that’s 50% of the potential slots taken solely by damage over time. Add in things like damage reduction debuffs or Trick Attack (what’s it called now? Dokumori?) and you might hit the 60 cap lol.
I really hope they look into either increasing it, working around it (maybe squish certain buffs/debuffs into one icon over two?), or something. It’s sad to think that these technical limitations affect actual job design itself to the point we’re losing abilities over it



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