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  1. #1
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,874
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Raikai View Post
    Of course, the combat approaches are vastly different, but the idea is still there: In WoW, there's no such thing as a "2min meta" (well, not counting a Bloodlust window, but that's usually in the opener when somebody brings the buff), and classes there only have inwards mechanics.
    Yes and no. That window isn't on a 2-minute timer and is more subtle, but there is a "pot(ion) window" (5 min), and maximizing synergy between short-lived (e.g., not 1+ minute) external buffs and skills exploiting them have been an important factor for so long as they've been offered -- even if that isn't often or in large numbers. Power Infusion is most noticeable among them today, creating balancing concerns for specs that synergize especially well with its added haste, but tanks regularly play around what external defensive buffs certain healers can offer, Innervation was also a necessity for many fights in the past, Unholy DKs buffed by Augmentation Evokers put a new ceiling on "broken", and even Night Fae Paladins and Priests in Shadowlands were generally selective about their party so they could max out their buffs.

    Arguably, so long as tanks don't have stupidly excessive levels of Threat/Enmity generation and DPS have at-cost threat reduction available to them, the same is true of tanking. As long as there are worthwhile greeding opportunities but healers wouldn't necessarily have every GCD free for damage even when dealing with said greed, the same is true of healing. As long as there are DPS checks that are tight enough (in turn requiring a tight enough min to max ilvl range for the content), getting through consecutive precise DPS checks can even mean that your damage CDs are not just your own but must be leveraged as to minimize both excess and holding among those of your coDPS.

    It's a matter of interconnectedness and fine tuning that has been lessened or lost in both games, often for its annoyance when mishandled being more frequent and palpable than its joys when well-handled, but it's not necessarily a bad thing, and I'd love to see some more consideration of such here.

    In short, it is possible to make the jobs work without a collective burst window happening every 2 minutes if they had interesting inwards mechanics.
    Certainly, and leaving even a few externalizable buffs at shuffled times (say, 30, 40, 60, 90, 120, 180) wouldn't even limit that despite giving a modest bit more min-max consideration for holding CDs (now that they're no longer naturally synced).

    That said, the reason XIV lacks most analogous gameplay is simply because of XIV's "combo" system -- in essence, apart from some small instances of consolidation, the optimal way to reduce the number of choices per button (i.e., to maximize button bloat / have the smallest depth of gameplay per button-count).

    While in Stormblood in earlier we were at least occasionally allowed some rotational variance surrounding the time left before the target would die, typal modifiers (can drop Dragon Kick in a Demolish string and only lose a total of 22 potency despite having gained 90 effective potency off an extra Bootshine, since only Demolish's initial/direct damage is modified), and more significant %recast reduction per gear's worth of secondary stat such that we could actually ramp up SkS enough to get in, say, an extra Full Thrust combo per Chaos Thrust combo (objectively worse, but still an option), and DoT timers not quite being auto-synced to rotation meant adjusting other factors to neither lose a tick nor waste a tick... for the most part, combos have always meant that the gameplay ceiling could never offer quite as much as a WoW spec could (even if the result might nonetheless happen into a more cohesive, nuanced, and/or rewarding package).

    And for the rest, it mostly comes down to intentional simplification since the end of Heavensward. See, for example, how the likes of Bard was pushed from 57% (WB, VB, SS, level 50) to 43% (+ IJ, level 60) to 25% (longer durations, Stormblood) to 17% (no Straight Shot buff), to eventually EW+'s 6% rotational non-filler casts before Apex Arrow/Burst Arrow (or 13.8% non-filler with an AA/BA per minute). See how the loss of Fracture in Stormblood reduced the rotational strings available to Monk, or how Greased Lighting IV actually made Greased Lightning a far less interesting resource in Shadowbringers.

    Now, to be clear, I don't particularly miss Straight Shot being a buff we needed to rotate in, and I was actually pretty happy with Endwalker Monk (it stumbled upon something pretty great, probably the best we'd had since late Stormblood), but there's no doubt that there's a fairly sledgehammer approach to placating what they see as what players will complain about -- an approach that doesn't typically do well, either, with imagining what interesting little flows and stochastics could take a very simple APL as found on Icyveins into an interesting spec/job design.

    But sure, if we get rid of the fixation on systems that exist largely just to reduce thought-per-button and can actually imagine out in-the-moment play and purposely offer that more depth that can be held in a 2-minute job guide, yeah, we could definitely see some better job gameplay here on XIV, too. (How likely those conditions are to be reached, though...)
    (4)
    Last edited by Shurrikhan; 06-29-2025 at 11:06 AM.

  2. #2
    Player
    DynnDiablos's Avatar
    Join Date
    Mar 2019
    Posts
    1,168
    Character
    Shai Rae
    World
    Seraph
    Main Class
    Dancer Lv 100
    The improved encounter design just feels like it's faster with more mechanics thrown at you for the hell of it with more splashy special effects. As someone with memory issues and slow response times, it basically just has me bouncing all around and trying not to die while having zero clue with what is going on.
    (2)
    "The worst foe lies within the self."

  3. #3
    Player
    Bryson's Avatar
    Join Date
    Oct 2013
    Posts
    192
    Character
    Ube Icecream
    World
    Gilgamesh
    Main Class
    Astrologian Lv 100
    Savage was great, FRU felt like it was missing something.

    I'm not nearly as worried about encounter design as I am with the sheer lack of content (.7.3 is a literal joke, but it's supposed to last us 4 months).
    (3)

  4. #4
    Player
    Raim's Avatar
    Join Date
    Mar 2011
    Posts
    767
    Character
    Raim Surion
    World
    Balmung
    Main Class
    Marauder Lv 100
    Their idea of improved encounter designs was apparently throwing in some adds and calling it a day. Wheres the platforming? Moving objects like in HW dungeons? Make us do completely silly mechanics, regardless of uptime. Mechanics don't need to be harder they just need to be more diverse and interesting.
    (2)

  5. #5
    Player
    MisterNublet's Avatar
    Join Date
    Oct 2020
    Location
    Gridania
    Posts
    440
    Character
    Autechre Voidmoon
    World
    Midgardsormr
    Main Class
    Sage Lv 90
    Did it actually come out with 7.2? I thought it was pushed back until 7.4 because nothing meaningful was changed. The 6 mechanics they love to regurgitate everywhere seemed a little faster though.
    (2)

  6. #6
    Player
    Kaurhz's Avatar
    Join Date
    Jul 2015
    Posts
    3,606
    Character
    Asuka Kirai
    World
    Sagittarius
    Main Class
    Dancer Lv 90
    Given the trend...

    You'll still be waiting for the improved encounter design well into 9.0.
    (6)

  7. #7
    Player
    fulminating's Avatar
    Join Date
    Apr 2022
    Posts
    1,181
    Character
    Wind-up Everyone
    World
    Zodiark
    Main Class
    Arcanist Lv 52
    I am relatively certain the twinning has several interrupts - surplus kamilya, the self-buffing quadrupeds, maybe the kettles at the end too? I think heroes’ gauntlet also had interrupts on the white mage and maybe paladins. Since then, I’m struggling to think of any.

    Has it really been two expansions?
    (1)

  8. #8
    Player
    Gwen_Lavellan's Avatar
    Join Date
    Oct 2022
    Posts
    224
    Character
    Gwen Lavellan
    World
    Phoenix
    Main Class
    Red Mage Lv 100
    My inside Granny misses the time when you had to use your brain to solve mechanics in dungeons/raids and not just being dancing as quick as possible. :/ (playing since HW release)
    I miss the old classes battle design too.
    (5)

  9. #9
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,560
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by RaionKansen View Post
    Savage is arguably the best its ever been with the most recent tier.
    There's a lot of salty weirdos in this thread.
    I don't think a lot of people (me included) contest the actual quality of the fight paradigm in Dawntrail. Compared to Endwalker ones, it's really better.

    But I expected a different approach based on what was hyped during the Keynotes. Never thought they would abandon their "DDR", but instead of doubling down on it, I imagined they would incorporate other distinct elements more equally, to which we saw just superficially in a few moments here and there.

    Can they bring more random elements to challenge people's ability to adjust?
    Can they bring adds more often that need not just be down ASAP but handled in specific ways? (They did for one, at least...)
    Can they introduce mechanics that a Phys Ranged would excel in dealing with?
    Different arena approaches? I think the last time they made a really cool arena was during Titan Savage on the Eden raid.
    How about more 'council fights' like Ark Angels not just in an Alliance Raid?
    etc...
    Come to think of it, they do address some of those in the Alliance Raid fights, don't they? If we look in retrospect, it got exciting elements that never see the light of the day in 8-mans.
    (2)

  10. #10
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,786
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Honestly I don’t even think current savage is particularly great especially on casters. It’s better than EW but that’s a damn low bar

    If the answer to “we can’t figure out any other way to make mechanics than having you constantly run around” is “strip casts from casters” then it’s pretty big failure in my eyes. Healers are still boring as well and tanks are still playing baby mode melee

    The whole “best tier ever” still feels super melee centric
    (5)
    As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.

    I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess

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