Quote Originally Posted by Valence View Post
The problem with faster everything is that it reduces reaction time more and more and we end up in those binary situations where if you're fast enough you're alright and will find it easy, and if you're not, you're dead, your tank is dead, or you wipe the party depending on the content, and you'll just feel frustrated. Healing is no different, if one can heal anybody to full under a GCD, and then the mechanics can drop someone so fast in counter reaction to even prove remotely threatening, especially since MP management is a shadow of its former self, then you end up exactly in that kind of situations, and it starts even in casual. It's also similar with uptime and casting, and now you exactly have this displayed into full reality by BLM main vets that tell us that BLM was already very mobile and had all the tools to deal with uptime (which I don't doubt) confronted by everybody else telling them that it was unsustainable. More and more DDR mechanics where it's all about standing in the right spot or die/wipe, etc.

The whole game's essence has become very binary and it drives wedges into the community, while pushing into unsustainable design where the smallest deviation can snowball into a myriad of issues (as seen in the DPS class balance around a singular damage metric).
BLM's problem is it relied on bad class design to enable mobility. But the issue is it never should have been mobile to begin with. When you force everyone to solve every mechanic equally, no one can be different with E.G. self roots such as cast bars. You can't have boss outs that only affect melee, you can't have a cyclops roaming the arena that only rphys can reasonably do. Or forsaken challenging the hell out of casters.

So as you say, everything gets faster. But with garbage netcode, faster means people who have higher ping have less time to react. Less time to react means you're more likely to get hit. More likely to get hit means damage downs and deaths. Tight DPS checks means you can't clear and toxicity. Toxicity means PF kicks and disbands like mad, as well as saying some classes cannot join.

Another way to think of it is: If Bloom 6's holy cleaves actually one shot players, that mechanic would be 100% at home in TEA, UCOB, even DSR and its fast paced high movement garbage design. It's precise, gives little time to solve, and is highly punishing of mistakes, save for the ability to mit through the cleaves and just not care. That is the only thing preventing it from being ultimate-grade.

The difficulty creep and mechanical homogenization is killing the game.