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  1. #13
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    5,416
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Turtledeluxe View Post
    I asked how for example do you make songs more punishing than they are in Evolved because of the fact its the same, its in the post. So if not overcapping then what.

    I think DoTs and procs being gone, some buttons being gone that will reduce the overall optimization like Sidewinder, are obvious but don't really make the job more fun. Putting this "back in" just goes back to Reborn mode. That's the point, while Evolved mode may be leaner overall, fail states and skill expression are not "zero".
    I do not see the point of removing systems that actually do work, especially systems that are already endangered of disappearing from the game. Some people love the procs and rng and the optimization that comes with it, the same way some people love dots (I don't especially).
    Have we decided that those should be axed from the game with evolved? For what reason, just for the sake of change? What does it achieve beyond more homogenization if nothing new comes up to replace it?
    And why replacing it in the first place, again? Are we gonna replace positionals too? Obviously not, since they've been showcased on Evolved DRG.

    This trend of sanding down and deleting battle system things from the game has to stop, period. It only serves to make the game poorer as a result, and when an initiative like Evolved crops up, it's very telling how homogenous it looks because there is nothing left to build upon.

    Note on Sidewinder: it used to be a failure state ability by the way, they just sanded it down for EW too because it became kinda irrelevant once they made the dots 30s in SHB, then 45s in EW.

    Quote Originally Posted by Turtledeluxe View Post
    And yes, you do have make assumptions about encounter design to be a little more forgiving about the changes. Overall, I agree that leaning too much on encounters is a slippery slope, but it higly depends on them following up on their claims of being unchained. What does that look like. If Evolved jobs are "good enough" for one xpac worth of whatever this battle design is, well they will inevitably grow over time and possibly allow for things like procs to come back, new ways to optimize, etc. To be abundantly clear in this way, I want to see more choice driven rotation over time, more encounter variables, not just another DPS button like Sidewinder. I can see how the latter might be someone's preference, I want them go all in on Evolved.
    I'm not making assumptions for what hasn't been shown yet, but I'm not holding my breath either, especially not after they already, supposedly, reworked encounters for 7.2 to make them new and exciting—which to me looked like the exact same old.

    On the bolded part specifically: yeah yeah, I'm also full of copium after their track record on leaving room for building up and fleshing out nu MCH and nu SMN in the expansions following their rework too. I also do love the idea of spending yet another full expansion to be told that "yeah but you must understand it was necessary and it's only gonna become better for 9.0, you'll see surely!" only for it not to be true when said expansion finally comes anyway.

    If I had to make assumptions though, all I heard from that keynote on encounter design being less constrained is just "not having to take into account a party burst every 2min so I can put my usual mechanics wherever I want".
    (4)
    Last edited by Valence; 05-28-2026 at 06:59 PM.
    Secretly had a crush on Mao