
Originally Posted by
Carighan
And I mean, it's not like it was done without reason. Before it, whether your job had bursts that aligned with the rest of the group or not was as massive decisionmaker in whether you were useful to be in a savage raid or were excluded for most prog fights when gear was still low.
That being said, in particular M1S and M2S show the devs willing to rather err significantly on the side of avoidance checks than damage checks, so maybe that would not be a problem any more as even the least fitting combat job would still do significantly more damage than is needed. Still, at a higher level of progging, people would rather take a slightly less mobile and less performant job with a 60s damage cycle (hence it aligns every time) than a better one that has a 70/80/90/whatever damage cycle (hence it only aligns every few times, not always). The former has more effective damage output in an organized group.
That's what the devs would say, anyways. "Nothing was actually changed", as prog groups already sligned everything to a steady, concerted, burst window. Hence they just formalized what was already happening. IMO they massively underestimated how it feels to have every job we aligned around this, however.
IMO, a soft solution could be to build jobs around a 120s burst window, but in a heterogenous way. Take Paladins as an example, they have a 60s cycle. This is different from the 120s cycle of many jobs like Dancer or the 2:1 of Red Mages or so, but fine as it means they align every time. But does it stop there? Yes it does, and there's no reason for it to. How about:
* A 30s cycle?
* Or even a 15s cycle! Every 6th GCD is your "burst". Your burst would of course be benign, your overall damage much higher, but you align every time so in an 8man prog scenario your overall contribution is identical to other people.
* On the opposite side, a 240s cycle? Your damage would be lower in-between, in particular at the 120s/360s/etc marks, but your burst would be spectacular.
* Or even "no" cycle, you have a steady combat system without any CDs or abilities to save up at all, just a huge branching flow of GCDs and dependent Continuation-style oGCDs that take up 12-24 buttons and a bunch of defensive and mobility cooldowns on top of that.
These could all be balanced so that when placed in an 8 minute fight, they perform the same as a 120s-cycle job, but they would feel utterly different.