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  1. #11
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,870
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Valence View Post
    Strong disagree there. BLM was less about movement and a lot more about positioning which is a gigantic difference to my eyes. The paradigm is just not the same at all for the reason I exposed, but I feel that I don't want to continue there because I'll go back in circles just repeating my arguments.

    This is also why a lot of BLM players have eventually started hating on the modern design or just dropped off the job over time, if just to cite a few from those forums like Mao or Taranok. And like them, I hate what they did to BLM and encounters all the same.
    I didn't disagree that it's about positioning. You cannot, however, change positions without movement, nor prepare that available movement without timing phase changes or banking resources, which we'd been doing since ARR. It wasn't just 'pick a starting position and hope for the best'.

    It's precisely because the amount of movement tools we have now are excessive for (not demanded by) our typical encounters even now that BLM feels less skill-expressive in that regard. We should want to know when to early swap, etc. Now, we have little to no reason to, which has made the kit feel less involved.

    I do agree with the assessment, actually. I just don't agree on which one is better than the other especially because team wipes back in older dungeons were rarely 100% binary and pointing universally at one single culprit either. It was a team effort, and a team mistake. Was there a lot of back and forth and tension between tanks and healers? Sure. I don't think a functional trinity system could even avoid that problem, but I'd be open to suggestions. I just disagree with the path that SE has chosen to fix the problem (aka, just break the trinity until it limps through).
    I made no claim on which one is better. I just pointed out that we didn't merely go from low difficulty to high difficulty but rather from having many more factors of difficulty towards a more singularly "DDR" focus.
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    Last edited by Shurrikhan; 07-01-2025 at 09:04 AM.