Quote Originally Posted by BigCheez View Post
There are a lot of limitations on the fight designers.

Some of them exist because of snapshotting and the game needing to be playable on up to 100ms or so, given some people's proximity to the nearest servers. Some of them exist because of modern job and role design.
Yeah I read your whole conversation with the other person, so I already saw this point and I'm not really disagreeing with it. The snapshotting system is complete garbage.

It's less a case of "muh uptime" and more a case of "my rotation will be irrecoverably scuffed for the rest of the fight if you force me to miss more than 2 GCDs per 1 minute cycle". GNB was one of the best examples of this before they made double down only cost 1 cart. If you didn't generate 3 carts in time for your next no mercy window, either gnashing fang or double down had to drift, which would cause problems for the entire duration of the fight. Making damage rotations less rigid would open up a lot more creativity in terms of fight design.
For this specific point I was talking about older fights within the first 3 expansions (ARR, HW, SB. Maybe you don't consider ARR an expansion, but it doesn't really matter here). These were times where from what I understand, DPS rotations weren't so super reliant on the 2-minute window that missing 1 or 2 GCDs would completely screw you over for the remainder of the fight. And in this case the only excuse would be uptime complaints.

My point was that they have been doing creative fight design in the past even with the problems with the game's snapshotting design.