Quote Originally Posted by ovIm View Post
I'm not against bursts either, truly. Bursts are good. I'm merely saying that currently, there is a very big emphasis on the bursts that does influence job design, and vice versa.
It is pretty much the only determining factor in a world where all the damage modifiers are concentrated into a single time window and every fight in the last 3 years has been designed around it.


Burst and sustain damage used to have their own benefits and downsides.

It used to be the case that burst jobs did well on shorter fights or fights with more frequent transitions where nobody could attack the boss.
But put them in a long fight with high uptime and the sustain jobs would, albeit slowly, overtake them.


Quote Originally Posted by mallleable View Post
And that's the crux of it, burst damage in games is really good at reducing HP bars to 0 -- like really really good at that. And that's why game designers gate burst damage behind things like low fire rates, limited ammo capacity, skill shots, charge up meters, cast times, cooldowns, etc. XIV isn't special in this regard. To me, the toothpaste is kind of out of the tube on this one.
It isn't any better or worse, it would depend on the fight.
The 2-min homogenization of raid buffs however completely skewed that impression to one side.

It made it so burst jobs played directly into them by blowing 90% of their damage into the 30+% damage modifier windows.
While sustain dps jobs on the other hand, who previously could take advantage of the lower but more frequent damage buffs over the entire course of the fight, were left eating dirt.