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  1. #1
    Player
    Carighan's Avatar
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    Apr 2018
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    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Mikey_R View Post
    And that sounds horrible for the healers. 60-80% of a melee's HP every 2-3 seconds is just going to delete them in an unlucky situation
    I mean, they could just get out of melee range after being hit until healed up? It's just a 360° cleave, they've been in MMOs from 25 years ago, they're not some arcane mystery as to how groups handle them.

    Likewise, the random damage you handle by, and I know this is going to be wild: healing. The ones with the cast bar. The ones that don't have a CD. You make it sounds as if spamming Medica is a bad thing, I'm a healer, if I have to spam a spell, it better sure be a heal!
    (0)

  2. #2
    Player
    Valence's Avatar
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    Oct 2018
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    4,779
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Mikey_R View Post
    This is in the same vein as RNG mitigation, you assume everything is going to hit. It isn't changing anything about how you interact with the fight. As for crits, depending on the frequency, it might be something you need to worry about, it might not, who knows. But this also has to come with the caveat that getting an unlucky string of crits isn't going to kill a tank as you cannot plan for that as you cannot mitigate everything. It should be noted that this is based on the fact all mechanics are designed to always hit and never crit, if these could crit, that is just a stupid idea and I shouldn't have to explain why.
    How is it not changing anything about fight interaction since it literally informs how much healing and bursts of healing the tank requires, either from the tank themselves or the healers? We're not talking about big mechanics, we're talking about filler damage outcome, something ARR fights used to do pretty well.
    I mean we can agree to disagree on whether we like this or not, but the proof of concept is already there, both with copious amounts of constant autos AND rng crit autos, which bring variations to prevent boredom and adding some skill requirements (I shouldn't have to explain why).


    Quote Originally Posted by Mikey_R View Post
    It's a button to press that might or might not do something, that isn't indicative of skilful play and that is the point as to why it shouldn't be added. It is just a button to press to make it feel like you are doing something, whereas in fact, it has no meaningful impact on the fight. I also find is absurd that you think pressing one extra fluff button for some auto attacks would magically fix the issue of boredom in filler phases. It wwill not.
    So by your logic any rng proc in the game isn't indicative of skillful play? What kind of nonsense is this?
    Repertoire procs? Anything similar isnt skillful play? I'd argue it's a lot more skillful than just regurgitating a memorized scripted unchanging series of buttons, but I'd also aknowledge that what's left of rng in the game currently is really scrapping the bottom of the barrel as well.
    Still, adding buttons to watch for and use when they proc, or keep for specific uses (for instance in the case of HW DRK it wasn't exactly the most interesting since it was tied to Low Blow resetting, I'd have loved if it had been on Dark Passenger instead since it consumed MP, but on the other hand low blow resetting was also useful in trashpacks). One can add many variables behind it and make it "skillful" enough to use, or just keep it as a proc you play whack a mole with when it procs much like all procs in the game currently work unfortunately.


    Quote Originally Posted by Mikey_R View Post
    In terms of mitigation, yes, it is bad. This is something that has been talked about since the start of the game. When Paladin had the original Bulwark, it wasn't used for tank busters as it was unreliable (it was not a guaranteed block), however, it was quite good in trash packs, essentially places where you had more chances for it to proc in the duration. Suzaku's tank buster is a good example of somewhere RNG mitigation could be useful, IF, the mitigation was strong enough when it triggered.
    You say it is bad, and yet proceed to tell me it was good during trash pulls, so what will it be then?
    And that's exactly my point, having varied mitigation with different purposes is a good thing in my book. Whether raid design wants to make use of this or not is another story, but it doesn't make it bad by essence, and only would make it bad if it doesn't make use of it. Dungeons for instance, made use of it a lot and in fact trash packs are where most mitigation has always been important.
    Again, you jumped over it eagerly thinking "this is bad" because the only thing you seem capable of those days is to think in terms of current raid design where it's all about a single buster every 30s at most that becomes a % mitigation check. I'm not talking about scripted mechanics, i'm talking about what is currently missing in the game: white noise, aka autos, crits, etc. Or just trash/add phases...

    Quote Originally Posted by Mikey_R View Post
    The thing is, we have already been through the era of RNG mitigation, it was generally disliked, the main reason being, you could not predict it. It was not guaranteed mitigation. It is the same way healers do not rely on critical healing when they plan out their healing plans, unless they have a guaranteed way to critical heal, because you can then plan it in.

    This goes the same for many other things in the game. Bosses could crit, Paladin had an action that prevented critical hits, wasn't very useful except in 2 places off the top of my head. Shiva EX bow phase as she had a massively increased crit rate that Awareness prevented a lot of damage from the auto attacks and Hallicarnasus tank buster, critical hit. It was an auto crit, awareness is then a form of mitigation by preventing that crit.

    Going to Dark Dance, it's main use was in trash packs, Dark Arts Dark Dance + Dark Arts Dark Passenger gave the DRK increased evasion, increased Parry rate and gave the enemies blind, you didn't take much damage, then, coupled with Dark Arts Abyssal Drain to restore health, you could make yourself extremely hard to kill for a duration, though it cost a ton of MP to pull off. (Using guaranteed mitigation with DAAD was my preferred method). However, Dark Dance wasn't used for mit plans, mainly because it was a lot of magic damage, and so it done nothing, but also because, like Bulwark, it was RNG.
    I don't know about that actually. Again, I think every kind of mitigation has purpose, and if you try to apply bullwark to a single nuke buster, then yes, it's not going to be great, same as applying dark mind to trash packs all hitting in physical damage. Are you one of those that constantly trash dark mind because of this? When in reality it's an incredible tool in most raids specifically for magical busters?

    You continue on Dark Dance saying it wasn't used for mit plans, but what kind of strawman is this? Who even brought up mit plans? That's your problem again, you cannot think outside of modern design and scripted encounters. You're trying to apply squares to round holes. Square holes already exist, my fundamental issue is that the round holes have been removed, yet they worked, and I'd like them back.

    Quote Originally Posted by Mikey_R View Post
    The problem is, you cannot do that. Mitigation and healing plans exist for a reason, to make sure you have enough resources through a fight to mitigate everything you need to. You can put RNG mitigation in there, it won't be used for anything serious and it won't be planned around. Even crits might not be unless the crit rate/damage of the boss is significant enough.
    Agree to disagree. I think your argument makes zero sense because we have had content making use of that and it worked fine.
    Again filler content and white noise doesn't have to be part of mit plans. It just requires people to adjust to random little events and express their skill with it.

    Quote Originally Posted by Mikey_R View Post
    But this is still a spreadsheet. Everything will be planned around, those randomised party hits are going to be done at the same time each fight, so you already have the resources allocated to deal with it, it is just you hit player 2 rather than player 1.

    Many tanks do enjoy planning out the mitigation strategy, that is part of the joy of tanking. I am mitigating as much damage as I can whilst staying alive. This is done in tandem with healers and planning out their healing strategy. The healers might have a better way to deal with something, they communicate that to the tank, the tank can adjust the mit plan etc. And I should note, nothing has changed in this aspect since ARR. This has always been the case.
    I don't think I should have to explain how this isn't about removing mit plans again.
    (1)

  3. #3
    Player
    Mikey_R's Avatar
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    Apr 2014
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    1,564
    Character
    Mike Aettir
    World
    Cerberus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Valence View Post
    How is it not changing anything about fight interaction since it literally informs how much healing and bursts of healing the tank requires, either from the tank themselves or the healers? We're not talking about big mechanics, we're talking about filler damage outcome, something ARR fights used to do pretty well.
    I am fully aware we are talking about auto attacks. But just to point out, they really weren't threatening in ARR either, even with crits. Also, just checking a couple of videos (Ifrit EX in 2.1, M8S and Recollection Ex), and the auto attacks are looking to do the same amount of % damage to the tank. So it isn't that attacks have got weaker, it is more that the kits are better suited to dealing with them.

    Quote Originally Posted by Valence View Post
    So by your logic any rng proc in the game isn't indicative of skillful play? What kind of nonsense is this?
    In the case of using a skill and hoping it procs to reduce damage, no, it isn't skilful, that is luck.

    Quote Originally Posted by Valence View Post
    Repertoire procs? Anything similar isnt skillful play? I'd argue it's a lot more skillful than just regurgitating a memorized scripted unchanging series of buttons, but I'd also aknowledge that what's left of rng in the game currently is really scrapping the bottom of the barrel as well.
    This is different to RNG procs and would be an example of skilful play.

    Quote Originally Posted by Valence View Post
    Still, adding buttons to watch for and use when they proc, or keep for specific uses (for instance in the case of HW DRK it wasn't exactly the most interesting since it was tied to Low Blow resetting, I'd have loved if it had been on Dark Passenger instead since it consumed MP, but on the other hand low blow resetting was also useful in trashpacks). One can add many variables behind it and make it "skillful" enough to use, or just keep it as a proc you play whack a mole with when it procs much like all procs in the game currently work unfortunately.
    Of which this is then different to the initial claim I made that pressing a defensive and hoping it reduces damage is not skilful play.

    Quote Originally Posted by Valence View Post
    You say it is bad, and yet proceed to tell me it was good during trash pulls, so what will it be then?
    I think I missed a line of reasoning. The more chances you have for something to proc, the more it evens out. If you are hoping to reduce the damage from a bosses auto attacks that hits every 2 seconds, in a 10 second duration you get 5 chances to proc the damage reduction, that can be quite a varied spread of damage. Stick this in a pack of mobs where you have 6 mobs, that 5 chances to proc has turned into 30, you are much less likely to hit the extremes and as a result, it is more consistent.

    Quote Originally Posted by Valence View Post
    And that's exactly my point, having varied mitigation with different purposes is a good thing in my book. Whether raid design wants to make use of this or not is another story, but it doesn't make it bad by essence, and only would make it bad if it doesn't make use of it. Dungeons for instance, made use of it a lot and in fact trash packs are where most mitigation has always been important.
    Yes, varying mitigation is good, but the context you used was Dark Dance for boss auto attacks, not dungeon trash.

    Quote Originally Posted by Valence View Post
    Again, you jumped over it eagerly thinking "this is bad" because the only thing you seem capable of those days is to think in terms of current raid design where it's all about a single buster every 30s at most that becomes a % mitigation check. I'm not talking about scripted mechanics, i'm talking about what is currently missing in the game: white noise, aka autos, crits, etc. Or just trash/add phases...
    Then why did you not mention this. Also, Dark Dance is bad for crits as crits bypass any parry chance, same with Blocking on Paladins. No reason why this couldn't be changed, just thought it should be mentioned.

    Quote Originally Posted by Valence View Post
    I don't know about that actually. Again, I think every kind of mitigation has purpose, and if you try to apply bullwark to a single nuke buster, then yes, it's not going to be great, same as applying dark mind to trash packs all hitting in physical damage. Are you one of those that constantly trash dark mind because of this? When in reality it's an incredible tool in most raids specifically for magical busters?
    Current Bulwark is good for it as it does guarantee blocks now, in the past it wouldn't have been and it was common knowledge back then that you didn't use Bulwark on tank busters for the very reason it was unreliable. And no, trash is normally dead before I even have to think about getting that far into my defensive rotations in dungeons.

    Quote Originally Posted by Valence View Post
    You continue on Dark Dance saying it wasn't used for mit plans, but what kind of strawman is this? Who even brought up mit plans? That's your problem again, you cannot think outside of modern design and scripted encounters. You're trying to apply squares to round holes. Square holes already exist, my fundamental issue is that the round holes have been removed, yet they worked, and I'd like them back.
    Who bought up mit plans? Probably me. Due to, you know, having to plan where you use mitigation in a fight. Even if it is just for auto attacks, it is going to be 'planned' in somewhere, it is just going to be really unreliable. Also, we have been over this, fights have always been scripted, nothing has changed except fights needing more precision in how you handle mechanics and you have to plan more.

    Quote Originally Posted by Valence View Post
    Agree to disagree. I think your argument makes zero sense because we have had content making use of that and it worked fine.
    I just don't think you are quite understanding the angle I am coming from. You can have boss autos crits if you want, but not to the point where you start requiring mitigation in order to survive and the example you use is Dark Dance, a defensive that was reliant on RNG to reduce damage. You have to look past the initial suggestion and look to see what the ramifications of that suggestion actually has. It isn't as simple as just adding another defensive, as that can have other consequences down the road.
    (1)

  4. #4
    Player
    Valence's Avatar
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    Oct 2018
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    4,779
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Mikey_R View Post
    I am fully aware we are talking about auto attacks. But just to point out, they really weren't threatening in ARR either, even with crits. Also, just checking a couple of videos (Ifrit EX in 2.1, M8S and Recollection Ex), and the auto attacks are looking to do the same amount of % damage to the tank. So it isn't that attacks have got weaker, it is more that the kits are better suited to dealing with them.
    Who said those autos were "threatening"? Can you define threatening? Do you mean "will oneshot if you don't mitigate"?
    Those autos forced healing and mitigation to be used, and managing said resources.
    You're also absolutely disingenuous if you think that autos have remained the same since then, because first, they have stopped critting, and two, currently in most fights bosses barely throw a couple of them because they're busy casting long ass mechanics by recentering themselves in the middle of the room. I shouldn't have to explain how this is not even comparable. And you mention it yourself on top of it: tools have changed and we have a lot more of them, yet autos haven't changed by your take. So what will it be?

    Quote Originally Posted by Mikey_R View Post
    In the case of using a skill and hoping it procs to reduce damage, no, it isn't skilful, that is luck.
    By your logic then neither is using a skill by knowing it will reduce damage. That is just certainty.
    The whole point isn't hoping it reduces damage anyway. You can make the mitigation 100% and keep a lower % of proc rate for the damage abilities you'd get out of it, that's the whole point of the concept, but don't seem interested in considering what it could bring in terms variations and engagement.

    Quote Originally Posted by Mikey_R View Post
    This is different to RNG procs and would be an example of skilful play.
    Then elaborate, because I am not seeing the difference between pressing low blow when it resets or pressing PP when you get a proc?

    Quote Originally Posted by Mikey_R View Post
    Of which this is then different to the initial claim I made that pressing a defensive and hoping it reduces damage is not skilful play.
    Then you're fighting strawmen and windmills at this point. It's never been about that.

    Quote Originally Posted by Mikey_R View Post
    Yes, varying mitigation is good, but the context you used was Dark Dance for boss auto attacks, not dungeon trash.
    And so? Dark Dance is better than nothing. It's actually a good tool to mitigate a constant stream of damage and hits.
    But that's the thing, you want predictability (and boredom), I want reactionary gameplay. I don't think you're wrong for liking the former, but you're trying to assert that the latter is non functional in tank design, which is absurd. It's only non functional in the case of current binary busters that require the mitigation to function at all times else you die.

    Quote Originally Posted by Mikey_R View Post
    Then why did you not mention this. Also, Dark Dance is bad for crits as crits bypass any parry chance, same with Blocking on Paladins. No reason why this couldn't be changed, just thought it should be mentioned.
    I literally did mention it. Re-read the thread please.

    "Bring back boss crits, serious and constant autos, bring back semi randomized party hits, bring back prey mechanics that have to be covered. Put people on their toes, but that's definitely a different paradigm and approach"
    "with copious amounts of constant autos AND rng crit autos, which bring variations to prevent boredom"
    "Again filler content and white noise doesn't have to be part of mit plans. It just requires people to adjust to random little events and express their skill with it. "

    How do you want me to make it clearer?

    And thank your for the reminder about crits. Doesn't make DD useless anyway. Doesn't prove anything.
    You could have different skills targeting Crits and... oh but we actually had one of those didn't we? Awareness it was. It was there for a reason back then.

    Quote Originally Posted by Mikey_R View Post
    Current Bulwark is good for it as it does guarantee blocks now, in the past it wouldn't have been and it was common knowledge back then that you didn't use Bulwark on tank busters for the very reason it was unreliable.
    That's what I'm saying. Bulwark wasn't used on busters back then unless you literally had to. Your point?

    Quote Originally Posted by Mikey_R View Post
    And no, trash is normally dead before I even have to think about getting that far into my defensive rotations in dungeons.
    Today or back then? If you answer back then, big doubt.

    Quote Originally Posted by Mikey_R View Post
    Who bought up mit plans? Probably me. Due to, you know, having to plan where you use mitigation in a fight. Even if it is just for auto attacks, it is going to be 'planned' in somewhere, it is just going to be really unreliable. Also, we have been over this, fights have always been scripted, nothing has changed except fights needing more precision in how you handle mechanics and you have to plan more.
    We have been over this doesn't mean that I suddenly do agree with your takes, because the past proves me right. You want to paint it as identical as today, but that's a lie. It's not about the script, it's about the little rng and white noise that happens in the background. If you don't use your bulwark on busters in its past version, then you're now free to use it to deal with this other layer of mitigation and help your healers, and preserve resources. That's what we had in the past and that you do not want to remember.

    Quote Originally Posted by Mikey_R View Post
    I just don't think you are quite understanding the angle I am coming from. You can have boss autos crits if you want, but not to the point where you start requiring mitigation in order to survive and the example you use is Dark Dance, a defensive that was reliant on RNG to reduce damage. You have to look past the initial suggestion and look to see what the ramifications of that suggestion actually has. It isn't as simple as just adding another defensive, as that can have other consequences down the road.
    You're fighting against strawmen again.
    (0)

  5. #5
    Player
    Espon's Avatar
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    Aug 2013
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    991
    Character
    N'kilah Razhi
    World
    Cactuar
    Main Class
    Paladin Lv 100
    I find it kind of funny that one of the deadliest enemies in terms of auto-attacks is the Yan from M6S. Bosses should not be hitting for less than these small things. A tank should always be in danger of dying when their mitigation abilities are on cooldown, and not just shrugging off the attacks while healing others.

    Heavy auto-attacks would improve healer game play as it will actually force them to use their GCD healing abilities and not just be DPSing most of the time.

    I'm fine with the way tanks currently play, although it would be nice if positioning the boss played a bigger role. That's one reason why I find the add phase in M6S so interesting as positioning does matter or you're going to make it harder to cleave things down, cause the yans to enrage, or drop puddles in a bad place. Far too many bosses just teleport to the middle of the arena and then face north to do most of their attacks.
    (1)

  6. #6
    Player
    Derio's Avatar
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    Jun 2015
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    3,402
    Character
    Derio Uzumaki
    World
    Sargatanas
    Main Class
    Dark Knight Lv 100
    M6S is probably the most interesting in both its tank buster design and having a dynamic add phase. I was really hoping they would take advantage of the WWE style tournament and have a tag team match with two bosses with dynamic tankbusters.
    (0)

  7. #7
    Player
    PyurBlue's Avatar
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    May 2015
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    750
    Character
    Saphir Amariyo
    World
    Brynhildr
    Main Class
    Thaumaturge Lv 40
    Quote Originally Posted by Mikey_R View Post
    The problem is, you cannot do that. Mitigation and healing plans exist for a reason, to make sure you have enough resources through a fight to mitigate everything you need to. You can put RNG mitigation in there, it won't be used for anything serious and it won't be planned around. Even crits might not be unless the crit rate/damage of the boss is significant enough.
    I don't see rigid encounter planning as a necessary part of the game's design. We absolutely could have more variable encounters that would require different playstyles on account of players. There could still be some level of planning, but it wouldn't lead to a step by step, by the second plan. Instead players might work out a priority system and supplement that with short preplanned sets of actions for specific situations.

    That would be a massive improvement over what we have now in my eyes, though for anyone who enjoys decoding a fight down to the second it might not be looked upon favorably.



    Everything will be planned around, those randomised party hits are going to be done at the same time each fight
    They don't have to be. I'd rather that they weren't.
    (3)

  8. #8
    Player
    Carighan's Avatar
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    Apr 2018
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    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by PyurBlue View Post
    I don't see rigid encounter planning as a necessary part of the game's design.
    I mean, I kinda even do. Or rather in the context of FFXIV I do, it's kinda "its thing". It's what you'd tell people about how FFXIV differs, "it's a ballet for 8-14 minutes", like you tell people about GW2's open world focus, that kind of stuff.

    But even then, rigid encounter ability sequencing (Seat of Sacrifice EX was amazing but I think a lot of players hated it :'( ) does not preclude randomized player-affecting damage or abilities. That is, you can very much have "For these 20 seconds, the boss just autoattacks + does some form of raid damage on each autoattack" as a rigid step in the raid, but at the same time what the boss will do there you do not know. Likewise bosses randomly critting is only relevant around times non-random tankbusters happen. Which, as is expected, could just be removed if tanks take high damage anyways from random crits. And since full-raid AoEs as part of the ability sequence already affect tanks less than anybody else (at least most, which are a flat amount of damage not percentual) there's no need for tanks to intuitively always mitigate around those. You may want to, or not. Probably have to react to whether the 1-2 hits right before were crits.
    (0)

  9. #9
    Player
    Voryn's Avatar
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    Voryn Thelas
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    Midgardsormr
    Main Class
    Gunbreaker Lv 100
    What’s the appeal of the big damage happening at random times? It feels like it would be similar to when you’re progging a fight and don’t remember when the busters happen, and just press your short mit + one other thing every time you notice that the cast bar is happening (or whatever the tell is for the damage).

    It feels to me like tankbusters are fun when they’re actually part of mechanics, which makes them a lot more interesting than the usual “tanks stand north and press a couple mits, the rest of the party standa south and just hits the boss.” And IMO the best ones are mechanics for the whole party (like EX1 Mountain Fire, or DSR Hallowed Wing) so they’re not just standing around.

    I personally also enjoy weaving a lot of abilities so it’s fun when I’m playing DRK or GNB and a buster is near when I’m doing my burst window or Gnashing Fang. But that’s just me enjoying pressing buttons and occasionally actually having to figure out a good order to use my abilities in.
    (0)

  10. #10
    Player
    Carighan's Avatar
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    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Voryn View Post
    What’s the appeal of the big damage happening at random times?
    I mean, reactive play is inherently interesting or even the core interest for a lot of gamers, just look at how popular the core gameplay of soulslikes is.
    (2)

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