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  1. #1
    Player
    ovIm's Avatar
    Join Date
    Oct 2014
    Posts
    711
    Character
    Vim Mercer
    World
    Alpha
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Carighan View Post
    To me, mechanical complexity in dexterity need to the player is a kind of complexity that yields no depth in a static-rotation setup (which if we're being honest all combat jobs currently are). That is, I find it superfluous. If my rotation is static either way, all having to press 3 buttons every 2.5s instead of 1 button does is give me RSI faster. And RSI is not a good thing, so that setup isn't a good thing. Either way I mentally am zoned out since it requires no thought to follow this rotation - that's why the devs do it that way so we can all focus on the fight mechanics.

    And hence to me, there's no "loss" in having 2 extra free oGCD weaving spots. Honestly they could make the money alternating combat sequence an autocast, and that'd actually be more interesting (since it plays on its own that keeps me at least marginally on my toes for positionals). But it'd be exactly as "complex" as the current one. And it's the same with the excessive weaving to me.
    You are not entirely wrong here. On a different thought though - if a job offers no mechanical complexity in dexterity, and no mechanical complexity in interacting parts, then the sensation of pushing your buttons right gets less rewarding. As you say by yourself, most of the combat sequence can be pretty much put on autocast at this point, many rotation are incredibly static. For some people here in this thread, being able to be dexterous enough to hit all those oGCDs in the right timeframe was something to be happy about.
    (That being said, I can't see how only having to look at positionals and not caring if the next button you press is the right one is somehow more interesting than doing both, but hey, if that is how you feel, that is how you feel )

    However, others in this thread brought up another issue which plays into this entire discussion:
    the experience of playing a job with an unfinished skillset.

    At level 100, you may not feel the removal of 2 Nastronds that much gameplay wise, but the further you go down in the level ladder, the less tools you have available. Square has severly neglected the feel of classes outside of max level for years now, and it gets worse with each expansion. Perhaps the level sync system may need a revamp, but thats for an entirely different thread I'd say.
    (4)

  2. #2
    Player
    jonimated's Avatar
    Join Date
    Jul 2013
    Posts
    87
    Character
    Azrael Belmont
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Quote Originally Posted by Carighan View Post
    Ah, yeah I can see how others think differently there than me.

    To me, mechanical complexity in dexterity need to the player is a kind of complexity that yields no depth in a static-rotation setup (which if we're being honest all combat jobs currently are). That is, I find it superfluous. If my rotation is static either way, all having to press 3 buttons every 2.5s instead of 1 button does is give me RSI faster. And RSI is not a good thing, so that setup isn't a good thing. Either way I mentally am zoned out since it requires no thought to follow this rotation - that's why the devs do it that way so we can all focus on the fight mechanics.
    I mentioned this in another thread but a massive issue in FFXIV job design is there is no meta-gameplay or interactive elements or mechanics to engage with inside the job kits. "Pressing lots of buttons" is really all the jobs have going for them. It's why many players really feel it when even a single button press is removed. Because the jobs have nothing else to fall back on as far as player engagement.

    I would be completely down for fewer button presses that are more meaningful and amalgamating basic combos into a single button, but SE would have to add in some more engaging mechanics to the job kits. The way job design is right now though removing buttons directly translates into removing engagement, and it's why there's always a massive outcry whenever it's done.
    (6)

  3. #3
    Player
    HikariKurosawa's Avatar
    Join Date
    Jan 2021
    Posts
    746
    Character
    Hikaru Kurosawa
    World
    Ultros
    Main Class
    Dragoon Lv 95
    Quote Originally Posted by HeavenlyArmed View Post
    After playing a bit more myself I have no idea where you're coming from. One minute windows are very boring now with so few buttons to press, and as I stated initially at levels below 100 there's just nothing to do ever. At level 70 after a Jump, Mirage Dive and your one Nastrond your one minute "burst" is finished, if you can even call it that. Again, I don't necessarily mind it being a little less busy during 2 minute windows at 100, but god this was not the way to do it, because everything that isn't that scenario feels significantly more boring. It's pushed me into basically maining Dancer in the new Ultimate because at least they have some variance and some stuff to build toward.
    That's why my suggestion is really good, especially if they introduce it at level 70(which they 100% should). Since it would be based on boost jump and the second mirage dive being available as a followup combo to the first mirage dive used in LotD it would be used in every burst window.

    Everyone is asking for more jump abilities and a better low level experience, this is the best way to implement that. It fits the job's design direction too since we're getting so many followup oGCDs already. Why not add even more.
    (0)

  4. #4
    Player
    HeavenlyArmed's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    174
    Character
    C'thuuko Tohka
    World
    Cactuar
    Main Class
    Lancer Lv 100
    Quote Originally Posted by HikariKurosawa View Post
    That's why my suggestion is really good, especially if they introduce it at level 70(which they 100% should). Since it would be based on boost jump and the second mirage dive being available as a followup combo to the first mirage dive used in LotD it would be used in every burst window.

    Everyone is asking for more jump abilities and a better low level experience, this is the best way to implement that. It fits the job's design direction too since we're getting so many followup oGCDs already. Why not add even more.
    I mean, yeah, that would do it. That's why the only real critique I had of this idea was that I don't think it's likely that SE would introduce two new skills with new animations mid-expansion, I certainly wouldn't be opposed to it if they surprised me and did give us something like this.
    (2)

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