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  1. #1
    Player
    Rithy255's Avatar
    Join Date
    May 2022
    Posts
    2,091
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    It's odd that Crit/Dh plays so much importance in your jobs, but fun interesting RNG is seeing a heavy "decline"

    It's funny how what I consider bad RNG is being ignored and even more enforced by big High potencies which lead to more instances of Crit/Dh RNG, While interesting RNG Such as Procs or Cards, which yeah can impact your damage, are being removed and slowly less impactful...

    Personally I hope "bad" rng gets slowly lowered while we can have room for more fun and interesting RNG that actually changes how moment to moment gameplay can change.
    (4)

  2. #2
    Player
    Valkyrie_Lenneth's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    8,037
    Character
    Lynne Asteria
    World
    Jenova
    Main Class
    Viper Lv 100
    The problem with rng in job rotations, is that if it's built in a way like old hw Mch, it's just.... Not fun.

    Sure, people doing basic content might enjoy it, and maybe people at the highest end of raiding. But casual raiders will likely hate it, because rng for them can be the difference between a clear or a wipe.
    (4)

  3. #3
    Player
    Rithy255's Avatar
    Join Date
    May 2022
    Posts
    2,091
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Valkyrie_Lenneth View Post
    The problem with rng in job rotations, is that if it's built in a way like old hw Mch, it's just.... Not fun.

    Sure, people doing basic content might enjoy it, and maybe people at the highest end of raiding. But casual raiders will likely hate it, because rng for them can be the difference between a clear or a wipe.
    Almost like we already have something like that, that doesn't even effect Gameplay... whats it called... oh yeah critical hit and direct hit why is crit/dh fine but small gameplay RNG (that's actually fun) not?
    (2)

  4. #4
    Player
    Valkyrie_Lenneth's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    8,037
    Character
    Lynne Asteria
    World
    Jenova
    Main Class
    Viper Lv 100
    Quote Originally Posted by Rithy255 View Post
    Almost like we already have something like that, that doesn't even effect Gameplay... whats it called... oh yeah critical hit and direct hit why is crit/dh fine but small gameplay RNG (that's actually fun) not?



    Because crit/dh is much less of an impact than say, your entire combos not proccing because of RNG. I don't see how not being able to actually play your job is fun. Maybe you get dopamine hits off of that one time everything goes perfectly, but the rest of the time it's just depressing.


    There's a massive difference. Plus, I dislike the crit/dh reliance we are stuck in and think they need to change it.
    (2)

  5. #5
    Player Sesera's Avatar
    Join Date
    Oct 2016
    Posts
    346
    Character
    Komi Shouko
    World
    Zodiark
    Main Class
    Dancer Lv 62
    Quote Originally Posted by Rithy255 View Post
    Almost like we already have something like that, that doesn't even effect Gameplay... whats it called... oh yeah critical hit and direct hit why is crit/dh fine but small gameplay RNG (that's actually fun) not?
    When you crit you feel good.

    When you spam F1 and don't get a single firestarter proc you feel bad.

    RNG need to be an extra/bonus not a detriment.
    (1)

  6. #6
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    8,035
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Paladin Lv 100
    On why he's removed randomness from jobs:
    This is the result of focusing on making tactics more stable while still leaving room for innovation. For example, up to Patch 6.X, the damage efficiency of the Thunder magic Proc effects will decrease unless you use them at the very end of the original debuff effect time, but the specifications are very difficult for beginners to understand in the first place.

    it comes down to "Once you've mastered the basics, how can you add your own ideas from there?" In the astrologian's case, "which card to use, when, and for whom" depends on the party and content, so randomness has not been completely eliminated. You can draw a set of four cards every 60 seconds, so you can choose which cards at which timing, such as by using cards with recovery effects to create opportunities for attacks. That judgment is where you can show off your skills as an astrologer. In this way, while reducing the randomness caused by random numbers, we have intentionally adjusted the areas where player skill is important to be wide-ranging.

    The aim is to reduce the importance of so-called "synergy combinations" in battle. If synergy alignment is placed at the center of the timeline, everyone will end up with similar skill rotations, and above all, the individuality of each job will be diminished. In feedback from players, we've heard many say they don't want job performance to be evened out any further, and I'm also the type of person who feels it's more fun to have a different gaming experience for each player.

    With this in mind, we placed emphasis on a format in which "we prepare a base movement for each job, and then individuals can devise ways to suit the content.'" The same reason is why we increased the duration of damage reduction actions. You can now use it much in advance of the enemy's moves, so I think using it before the controls get busy will give you time to take a closer look at the gimmick. This policy also has benefits for the development team, and by giving the player more leeway, we can come up with innovative ideas. Therefore, I hope we can find a good compromise that will be a win-win for both parties.
    So Yoshi-P explained that RNG is being removed so that it can be more skill based and also on BLM for example procs were being pushed right to the end of the rotation and were only just barely optimal at certain points, which new players may not be aware of.

    He explained AST saying it would make it more skill based and argued there is already some RNG, which is the party makeup and their needs.

    They also said in the last live letter that they had a lot of feedback saying they like the RNG but also a lot of feedback saying they don't like the RNG.
    (2)

  7. #7
    Player Mawlzy's Avatar
    Join Date
    Sep 2023
    Posts
    2,824
    Character
    Jessa Marko
    World
    Adamantoise
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Jeeqbit View Post
    On why he's removed randomness from jobs:


    So Yoshi-P explained that RNG is being removed so that it can be more skill based and also on BLM for example procs were being pushed right to the end of the rotation and were only just barely optimal at certain points, which new players may not be aware of.

    He explained AST saying it would make it more skill based and argued there is already some RNG, which is the party makeup and their needs.

    They also said in the last live letter that they had a lot of feedback saying they like the RNG but also a lot of feedback saying they don't like the RNG.
    Wouldn't the obvious response to such feedback be to preserve RNG in jobs that have traditionally featured it, while keeping it out of other jobs?
    (7)

  8. #8
    Player
    vetch's Avatar
    Join Date
    Aug 2022
    Location
    back on my free trial account
    Posts
    462
    Character
    Discount Hrothgar
    World
    Zalera
    Main Class
    Botanist Lv 90
    Quote Originally Posted by Jeeqbit View Post
    So Yoshi-P explained that RNG is being removed so that it can be more skill based and also on BLM for example procs were being pushed right to the end of the rotation and were only just barely optimal at certain points, which new players may not be aware of.

    He explained AST saying it would make it more skill based and argued there is already some RNG, which is the party makeup and their needs.
    There goes Yoshida making up bullshit false dichotomies again. Planning around RNG correctly is a skill. RNG jobs are skill-based. They just ask for other skills besides 'do your 20-step rotation and don't drift your cooldowns'.

    File this one in the Yoshida's Nonsense Bin with his 'pure/barrier healer' split and his 'main/off-tank' split.
    (10)
    he/him

  9. #9
    Player Mawlzy's Avatar
    Join Date
    Sep 2023
    Posts
    2,824
    Character
    Jessa Marko
    World
    Adamantoise
    Main Class
    Machinist Lv 100
    Quote Originally Posted by vetch View Post
    There goes Yoshida making up bullshit false dichotomies again. Planning around RNG correctly is a skill. RNG jobs are skill-based. They just ask for other skills besides 'do your 20-step rotation and don't drift your cooldowns'.

    File this one in the Yoshida's Nonsense Bin with his 'pure/barrier healer' split and his 'main/off-tank' split.
    Yup. I'd go as far as saying rotations that have to consider RNG requires more skill (or at least more observation) than static sequences. The latter is simply memorization, which to me isn't particularly interesting.
    (3)

  10. #10
    Player
    Valkyrie_Lenneth's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    8,037
    Character
    Lynne Asteria
    World
    Jenova
    Main Class
    Viper Lv 100
    Quote Originally Posted by vetch View Post
    There goes Yoshida making up bullshit false dichotomies again. Planning around RNG correctly is a skill. RNG jobs are skill-based. They just ask for other skills besides 'do your 20-step rotation and don't drift your cooldowns'.

    File this one in the Yoshida's Nonsense Bin with his 'pure/barrier healer' split and his 'main/off-tank' split.



    I mean, getting boned by RNG isn't really a skill. It's just pure suffering.
    (4)

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