Quote Originally Posted by Aco505 View Post
If you actually played DRG in EW (or now but the frequency is lower in DT), you would know that you cannot control them because your GCD combo string happens all the time without interruption. So such a punishment would have to come with some leeway, as otherwise you would easily miss some unless your party was helping you hit those TN couldn't cover.
That makes no sense. True North is that leeway. Beyond that, you end up missing positionals. Yes. That's intended. Much like missing uptime.

That was my point, though maybe I explained that badly: Melee DPS as a concept don't work if there's no downside attached to it. The whole idea of the job balance in FFXIV is (or was?) that compared to Physical Ranged as the baseline Melee gets more damage output because they lose uptime and might not always make their positionals, likewise Casters get to do more damage because they might have to abort/miss casts when they run out of movement tools (of which they have a lot, not just Swiftcast, but in fact you actually hit the point kinda, yeah) and still need to move.

That's kinda the whole idea. You win output when you can actually do it, in return you lose some damage overall from not always being able to hit it.

Or, in other words: Winning loses all meaning if you never fail. You got nothing to contrast it against then. Modern fight and job design seems to want to essentially make positionals and melee uptime a forgone conclusion, they are designed for and baked into the encounter design. The devs control them for you. Which just sounds weird to me. Or maybe I'm just way too old and too used to how older MMOs did it, granted. But the idea that positionals being hit correctly are the expectation, not a bonus that I feel great about actually achievement, that just feels so wrong to me.