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  1. #1
    Player
    CKNovel's Avatar
    Join Date
    Aug 2019
    Posts
    1,915
    Character
    Cassia Kaedhan
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 100
    So basically you're creating 3 buttons, maybe cutting 1 existing mitigation into 3 differents mitigations.
    If the buster is a water attack you need to press your grass mitigation. If it's fire you need to press your water mitigation. If it's grass you need to press your fire mitigation.

    Here's the problems:
    -Button bloat, effectively creates 3 buttons to answer the same situation except you need to press the correctly colored one.
    -Cutting prevemptive mitigation, currently tanks can take advantage of the long duration to predict a tank buster and prevemptively cast their mitigation earlier so it comes back earlier as well while also taking more hits.
    -Creates a reactive gameplay instead of the planning gameplay we are used to, this would completely turns the mitigation design on its head.

    In short, you'll trade a lot of skill expression related to mitigation for a reaction based gameplay where you just press the exact same buttons but with the correct color, similar to pokemon typing.
    (1)

  2. #2
    Player
    Tunda's Avatar
    Join Date
    Jun 2024
    Posts
    791
    Character
    Tunda King
    World
    Ragnarok
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by CKNovel View Post
    So basically you're creating 3 buttons, maybe cutting 1 existing mitigation into 3 differents mitigations.
    If the buster is a water attack you need to press your grass mitigation. If it's fire you need to press your water mitigation. If it's grass you need to press your fire mitigation.

    Here's the problems:
    -Button bloat, effectively creates 3 buttons to answer the same situation except you need to press the correctly colored one.
    -Cutting prevemptive mitigation, currently tanks can take advantage of the long duration to predict a tank buster and prevemptively cast their mitigation earlier so it comes back earlier as well while also taking more hits.
    -Creates a reactive gameplay instead of the planning gameplay we are used to, this would completely turns the mitigation design on its head.

    In short, you'll trade a lot of skill expression related to mitigation for a reaction based gameplay where you just press the exact same buttons but with the correct color, similar to pokemon typing.
    I don't see skill expression of pressing 2 or 3 buttons to mitigate 1 attack

    It is just more button to press for no reason
    (0)

  3. #3
    Player
    CKNovel's Avatar
    Join Date
    Aug 2019
    Posts
    1,915
    Character
    Cassia Kaedhan
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Tunda View Post
    I don't see skill expression of pressing 2 or 3 buttons to mitigate 1 attack

    It is just more button to press for no reason
    And can you please tell me where the skill expression lies in your idea?
    Pressing the corresponding color when I see one is something we'd play in kindergarten.

    Let's be serious, do you honestly see someone going "oh no I pressed the wrong color!!"
    Also, screw the colorblind I guess.
    (3)

  4. #4
    Player
    Tunda's Avatar
    Join Date
    Jun 2024
    Posts
    791
    Character
    Tunda King
    World
    Ragnarok
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by CKNovel View Post
    And can you please tell me where the skill expression lies in your idea?
    Pressing the corresponding color when I see one is something we'd play in kindergarten.

    Let's be serious, do you honestly see someone going "oh no I pressed the wrong color!!"
    Also, screw the colorblind I guess.
    the risk could be done by use the right mitigation for the right attack instead of using any tank mitigation you have (I have seen some tanks use 3 mitigation skills for 1 TB)
    rewards continuation to mitigation with hard hitting attack based on job identity that can vary based on job.

    it can be anything really color/icon/text whatever.
    the most important risk and rewards structure should be unique for all tanks
    (0)
    Last edited by Tunda; 08-13-2024 at 12:34 AM.

  5. #5
    Player
    SquigglySquigs95's Avatar
    Join Date
    Jul 2019
    Posts
    10
    Character
    Sovereign Tea
    World
    Siren
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by CKNovel View Post
    And can you please tell me where the skill expression lies in your idea?
    Pressing the corresponding color when I see one is something we'd play in kindergarten.

    Let's be serious, do you honestly see someone going "oh no I pressed the wrong color!!"
    Also, screw the colorblind I guess.
    Well you see, OP thinks Simon Says is a complex game with tons of room for player expression, clearly.
    (1)

  6. #6
    Player
    SquigglySquigs95's Avatar
    Join Date
    Jul 2019
    Posts
    10
    Character
    Sovereign Tea
    World
    Siren
    Main Class
    Dragoon Lv 100
    No use trying to speak reason top this guy.
    I've legit never seen a good post from this guy, period, and I'm fairly certain he has to be baiting with how often he comes here with genuinely awful ideas while ignoring other peoples refutations (similar to how he ignored you pointing out that tanks already have skill expression in the form of preemptive mitigation use).
    (9)