
Originally Posted by
Aysin
By this logic hitting the wrong button on a melee should not break combo because losing your combo is a bad punishment. Heck why do combos ever drop? Make them permanent that would be more in line with the recent BLM changes. Let my buffs and combos stay indefinitely, so I can transition a boss to next phase and start with a godly opener...
The point of a fail state is not simply a punishment, it is also a teaching tool. The timer made you consider how much you did not cast if you focused on only movement. And the number one most important rule in this game is always be casting. Where you would want short bursts of movement vs long bursts of movement. You couldn't break rotation in order to spam xeno for movement, again this was bad practice but a new player won't know that. And these changes do not help new players finding that out.
The ceiling is also much lower because now you have no incentive to end fire in downtime, you can sit in fire the entire time and continue where you left off, because you would want to go to ice to freeze timer and regain MP and hearts, sometimes if enough time and depending where you left of previously you would transpose to fire and back to ice to make a paradox, this is now unnecessary. There is only 1 answer and it's continue fire so you can flarestar.
In regards to sharpcast, I'd rather still have it because it was a flexible rotation tool. Yes you would primarily use it on thunder but often force it into paradox when you had spare, and the usage on 2 targets was insanely fun. I would rather have it stay with a different effect if paradox was still guarentee'd proc, my answer was to buff fire starter damage so you had a use for it in manafont as it is a completely damning thing to use in your fire rotation, and would rather not use it for movement. Your argument on why it doesn't need to exist is the same as Kaiten, sure it doesn't need to be there, but it's way more fun for me if it is. Doing fun stuff matters.
In summary: your speculation on the changes were entirely driven by your subjective opinion and is not how the majority feel and definitely is not how job design should continue. A game needs a risk reward state, these help with heightened enjoyment of a positive outcome, or higher highs in other words.