"Reducing player stress" you know what happen when you have no stress whatsoever ? You fall asleep.
"Reducing player stress" you know what happen when you have no stress whatsoever ? You fall asleep.
This probably is a possibility but it's still early to make people jump ship. Figure mmo generously take 5-6 years of development if not more. So with the new servers and graphic update You could Expect they're trying to get the next one ready.People also tend to forget that Yoshida's on the board of directors, meaning the success of the company as a whole is the number one priority even if it's to the detriment of XIV's current playerbase while trying to get more mass appeal. He's also said that he's in the early stages of helming another game, and if Square holds to their pattern and it's another FF MMO, he could be collecting data and feedback for that so that people are willing to jump ship.
i remember people crying and whining about 45s/90s/180s but now that it's gone 2min is somehow worse? people complained about certain jobs not being able to put their buffs into their (2 minute) windows
Easiest way to solve burst windows is to remove party buffs so every Job bursts when their rotation/procs see fit.
It will make encounters favor some Jobs over others depending on timing of mechanics though.
It would free up so much design space if SCH, for example, got their Chain Strat crit percentage buffed but turned into a self buff like Trick Attack. Maybe then, the job could get some nice things added to their kit without Yoshi worrying about it being busted. Constant buffs like Dance Partner or Bard songs should stay as is, since they're not beholden to a burst window.
With that being said, defensive party buffs should definitely stay as is. I figured this is what you meant, but I want to clarify for others.
I'll give healer a try up until level 100. If I do not like it, I'm off the role, entirely.Was this what Yoshi P wanted for people like me? Did he assume we were too foolish to take any semblance of complexity? How could such an allegedly open developer act so dismissive towards his own players? The flavor of the jobs I loved so much throughout the franchise were mere husks of themselves. What was once a magical world peeled away to reveal a sterile room of four walls. No imagination, no challenge, only accessibility for the sake of it. I didn't feel welcomed, I felt betrayed.
Either that, or another option could be to make it so damage buffs aren't multiplicative ie. a damage buff increases damage based on its original potency, and not the buffed potency, so stacking them is irrelevant.
Using them together may still be useful for a DPS check even if it's not multiplicative, but it also would mean the entire party isn't punished so much for buffers being dead or unaligned, and fights wouldn't have to be designed around the majority of damage coming from a massive row of multiplicative buffs every 2 minutes.
It used to be fun when it wasn't just about pressing a button. The best ones we have currently are things like Radiant Finale, which aren't much more, but at least involve "parameters".Personally I never understood the pushback against having to adjust buff usage relative to party composition.
Isn’t that one of the defining features of ‘support’? And personally I enjoy the idea of having to adjust buff usage based on things like context or other party member’s playstyles or whatever. It’s certainly more interesting than having a bunch of auto-buffs every 120s in my opinion. Plus it’s not like there aren’t a fair amount of jobs with no/little support capabilities for those players that don’t want to have that kind of playstyle like Monk, Black Mage, Samurai and Machinist
Of course, I’m not advocating for the ‘set party composition’ that we had during Stormblood as a result of party synergies. But at the same time, I don’t think it’s bad to give players more agency over when they use buff skills and requiring actual planning/strategising for using them
Now compare it to what we actually used to have on the rphys support side, notably Foe Requiem (MP based) and Hypercharge (MP based in HW, duration based in SB but still applied from the pet)... Yeah you can see immediately how flexible and optimizable it was.
MCH being a selfish dps now leaves a very sour taste.
While multiplicative stacking does play a part, the real reason people stack them is because bursts is where damage spikes in every job (especially today). Naturally you want to align the most damage spikes with the raid buffs, multiplicative or additive, it doesn't matter. That's where the bulk of it comes from, not even close.Either that, or another option could be to make it so damage buffs aren't multiplicative ie. a damage buff increases damage based on its original potency, and not the buffed potency, so stacking them is irrelevant.
Using them together may still be useful for a DPS check even if it's not multiplicative, but it also would mean the entire party isn't punished so much for buffers being dead or unaligned, and fights wouldn't have to be designed around the majority of damage coming from a massive row of multiplicative buffs every 2 minutes.
I'd have thought this could have been the opportunity to give something unique back to rphys but oh well.
But they already have that totally unique and super valuable ‘can-spam-jump-while-attacking’ feature! What else does a role need? Poor casters can’t jump while attacking at all!
*Hides Summoner’s 99% instant-cast rotation under the rug*
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