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  1. #1
    Player
    Rydia_Misuto's Avatar
    Join Date
    Jul 2017
    Location
    Limsa
    Posts
    44
    Character
    Rydia Misuto
    World
    Balmung
    Main Class
    Arcanist Lv 90

    Gauge Management is Fun, Actually

    A buff that gives half of a bar of gauge is far more interesting than a buff that gives a free use of the gauge because one of these requires any thought to use at all.

    If it is possible for my OGCD to overcap my gauge I have to actually put thought into when I use it, and manage my gauge around its cooldown. This is fun.

    If my OGCD gives me 30 seconds to use the gauge for free, this means gauge management holds no meaning.

    This is why Dancer's gauge management is fun, and the gauge management of RDM, VIP, MCH and probably other jobs I'm not thinking of at the moment is not fun.

    The possibility of failure is what makes success matter. How is it the MSQ of EW hammers this concept home, but the gameplay design has completely ignored it more and more since SHB?
    (4)

  2. #2
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,247
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    The problem of DNC's gauge management is that sometimes during burst there's simply nothing you can do to avoid overcap with RNG, and it's extra bad because the spender is a slow GCD.
    (3)

  3. #3
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    3,947
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    While I do agree that resource management can be fun and pressing a 120s button just to unlock another button is dumb, it was frankly cancer on MCH considering how the (non) loop went and I'm glad it's gone.
    (3)

  4. #4
    Player
    jonimated's Avatar
    Join Date
    Jul 2013
    Posts
    87
    Character
    Azrael Belmont
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Resource management can be fun for sure, though this change was inevitable given SE's current design philosophy.

    Any form of actual resource "management" has been stripped out of the game over the last few expansions. To the point where skills which use resources are basically just another cooldown.

    For a world where an ability gives resource instead of a buff to make sense we need to have more diverse resource management in general. Or really any resource management at all. Multiple resource spenders with different gauge costs, and variable resource builders with procs that allow for different amounts of resource to be gained under certain conditions. This just isn't the world we live in with the over-simplified job design right now, sadly.
    (3)

  5. #5
    Player
    Myon88's Avatar
    Join Date
    Jul 2015
    Posts
    840
    Character
    Myon Miya
    World
    Tonberry
    Main Class
    Viper Lv 100
    Yeah, gauge management being deprioritized is just a symptom of how they've been designing the game unfortunately.

    If they cared more about these things, they'd bake the solutions for overcapping resources into the toolkits of the jobs themselves. Different or faster ways to spend gauge, ideally ones with real decision making and tradeoffs involved that don't just fall into a static rotation. All these things would take more effort and creativity than what they've shown in the PVE side of the game, much easier for them to just brute force the solution via methods like this.

    Go even further back into the history of the game and you'll see that this has played out multiple times too. Stuff like the removal of TP, MP becoming less and less important. Instead of designing the gameplay to mesh well with all these underlying systems, easier to just give every job a special snowflake resource that doesn't conflict with any of those. You can always count on them to take the easy way out.
    (1)

  6. #6
    Player
    CKNovel's Avatar
    Join Date
    Aug 2019
    Posts
    1,907
    Character
    Cassia Kaedhan
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 100
    I agree, but for some job it was simply necessary to grants these "ready to" buff.
    MCH is an example where you simply had too much gauge at your 2 minutes and was forced to delay Barrel Stabilizer or overcap.

    It wasn't a "possible failure" it was a "forced failure". On the other hand, GNB works perfectly fine with the current Bloodfest. I doubt VPR would work if it gave the job 50 gauge.
    RPR, I don't think it was necessary as the implied rotation already required you to spend your gauge before Plentiful Harvest.

    In short it depends from job to job.
    (0)

  7. #7
    Player
    BabyYoda's Avatar
    Join Date
    Aug 2024
    Posts
    472
    Character
    Rui Aii
    World
    Sagittarius
    Main Class
    Summoner Lv 80
    I prefer having MP management.. keeping this consistent without having multiple stickers in my screen that I have to manage
    (0)

  8. #8
    Player
    Mecia's Avatar
    Join Date
    Jul 2020
    Posts
    359
    Character
    O'ssu Mecia
    World
    Twintania
    Main Class
    Black Mage Lv 100
    I agree with the sentiment but gauges have never really been that interesting or fun on most jobs. WAR having an actual stat on its gauge was interesting, multiple smaller increment spenders were fun.
    (0)

  9. #9
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,113
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Astrologian Lv 100
    Yeah I mean, I don't get all these changes that removed the gauge increases, either. And sure, as an experienced player it really makes zero difference, as you already knew how to play around it. But it's weird that it got removed, anyways. As you say, gauge management is fun. Dancer in particular is amazing with it, having to genuinely worry about overcapping three different things all the time.
    (0)

  10. #10
    Player
    NegativeS's Avatar
    Join Date
    Jun 2021
    Location
    Azeroth
    Posts
    803
    Character
    Negative Space
    World
    Seraph
    Main Class
    Fisher Lv 100
    Honestly, I have an entirely different problem with the changes from "gauge increasers" to "ability unlockers": It feels like they're setting up the framework to either remove the gauge, or never add any other complexity to it, ever again.

    Take RDM for example. In the past, the base function of Manafication was to add 50 Mana to both the Black and White gauges. Now, it gives three uses of your swordplay that do not consume your Mana. These two effects are functionally exactly the same (especially after the (welcome) changes to Moulinet that lines up its Mana consumption with your single target combo) as your swordplay is the only thing you can spend your Mana on. But there's no reason to take away this unique flavor of the Mana bars, or just give us the option to restore Mana when we're out of combat for whatever reason.

    Across pretty much every job they've made a worrying shift toward making everything managed by buffs rather than by combos or your job gauge. So many DT capstones give "X Ready" buffs. It's frustrating, and makes me feel like they're paving the way for dumbing down resource management even more.

    (BLM seems to be somewhat exempt from this, but probably only because their gauge is already a complicated mess. Did we really need a seperate UI element for Flare Star?)
    (0)


    My outline for a Chemist healer: https://forum.square-enix.com/ffxiv/threads/513527-Healer-Concept-Draft-Chemist

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