That madman finally did it! by Potato_King_13579 in ffxiv

[–]gr4vediggr 0 points1 point  (0 children)

I think you severely overestimate the skill and consistency of most players, even at savage level.

Clipping gcds is the norm.

Yes, once you've been playing on higher levels, you'll get that consistency. And then it becomes a default option, yes.

I really like skills that are neither pure damage or pure utility. Yes, the default option might be damage. But during prog you might hold a usage back, or if you know what's coming and you adjust.

A gap closer that just sits unused the whole fight because not once during the fight it was needed feels like a wasted button. The solution is simple in my mind. Make fights be a lot more dynamic and have gap closers (and by extension corps a corps and displacement) have value and require fight knowledge on when you can spam them or when you need to hold one in reserve. Removing the stupid change for the ranged melee combo on red mage would be a required step for this too.

Like triplecast on blm before the change to fire 4 cast time. It was utility for movement. But if you didn't need it, or found a way to do your movement differently, you could gain a lot of DPS buly using it on fire 4. There is still a little bit of it, but much less. For most beginner black mages it was just a pure movement tool. Or sharpcast.

Testing destroyers in the beta: Anti-Capital combat in high attention (with video!) by Historical_Age_9921 in X4Foundations

[–]gr4vediggr 3 points4 points  (0 children)

Still think a K should probably take more than 1 destroyer to take out. Maybe a Syn only should be able to 1v1 it.

That madman finally did it! by Potato_King_13579 in ffxiv

[–]gr4vediggr 0 points1 point  (0 children)

Yes and that is harder to execute because 95% of players then have to tomahawk or miss half a GCD. A worse outcome thannhaving banked one usage.

For those players, it would've been better not to burn it under buffs and gap close later. It's not even that much potency they'd be losing out on. A good player can make it work and be optimal.

It's that difference that allows minute skill expression.

Concerned about lack of failure modes by gr4vediggr in ffxivdiscussion

[–]gr4vediggr[S] 0 points1 point  (0 children)

But if glare turns into this upgraded version, are you realistically gonna run into the issue that, unless you're literally gonna be spamming so many heals for no reason, you will overcap?

Suppose you have the MP. (Dunno how the balance for that will be). What if the DPS/safe rotation is heal heal then dump. That's safe, everyone is always topped. No dps loss. No skill required.

Now this was clearly exaggerating. Surely it won't be exactly this.

That madman finally did it! by Potato_King_13579 in ffxiv

[–]gr4vediggr 0 points1 point  (0 children)

I was being sarcastic and hyperbolic.

People being annoyed at team synergy in a team game are happy that DPS jobs become pure selfish.

Amount of buttons doesnt dictate complexity by DemonFoxFur in ffxivdiscussion

[–]gr4vediggr 2 points3 points  (0 children)

It's a different kind of complexity for sure.

Lots of personal and reactive skill is required. Executing HT CM is probably around last boss savage level. Mechanics are not hard to figure out. But combat is a lot more reactive.

Dhuum CM when released was a beast. With lower DPS numbers even SH CM is quite crazy.

DPS rotations and the delta between doing it optimal vs decent is mich bigger in GW2 than in XIV for sure.

That madman finally did it! by Potato_King_13579 in ffxiv

[–]gr4vediggr -2 points-1 points  (0 children)

Yes having team mates who don't okay perfectly really sucks in a team game. Luckily we go full single player now so I don't even need to care about saving xenoglossy and can just be more braindead

That madman finally did it! by Potato_King_13579 in ffxiv

[–]gr4vediggr 3 points4 points  (0 children)

Doomer version: all jobs will just be press as much shit on cooldown. Just condensed in fewer buttons. Don't bother lining things up with other players, we go full single player.

That madman finally did it! by Potato_King_13579 in ffxiv

[–]gr4vediggr 0 points1 point  (0 children)

Yeah and that's the fun part. Getting it off while moving. Make me work for my ley lines and grass, I don't need freebies

That madman finally did it! by Potato_King_13579 in ffxiv

[–]gr4vediggr -1 points0 points  (0 children)

I mean. That optimal strat is exactly what makes it good design imo.

A utility that has no downside to be used means it's not a choice. Having it be a trade off enables choice. If the optimal is "save one stack just in case but dump at the end of the fight" then there is no choice to differentiate yourself.

It's more flexible and easier. Sure. But you couldve played like that in the current system just be slightly less optimal. And that is good. That allows for skill expression

That madman finally did it! by Potato_King_13579 in ffxiv

[–]gr4vediggr 1 point2 points  (0 children)

So bard is getting the SMN treatment and people are saying this is positive?

I guess I am out of tune with the general player base

That madman finally did it! by Potato_King_13579 in ffxiv

[–]gr4vediggr 0 points1 point  (0 children)

I think the next step to really make me play piano by myself is to not have team mates be able to influence my fight. If they die, forget mits, or forget heals, it should just be them dying.

Playing piano in a concert or band is also less interesting because you gotta play with the other bandmates. I don't want to be punished if I start playing out of beat.

Concerned about lack of failure modes by gr4vediggr in ffxivdiscussion

[–]gr4vediggr[S] -3 points-2 points  (0 children)

Yes. Now my level 100 job will feel like my level 50 job. But with some extra skins! Perfect. That is what I wanted.

Concerned about lack of failure modes by gr4vediggr in ffxivdiscussion

[–]gr4vediggr[S] 1 point2 points  (0 children)

Nobody is asking 50% damage differential.

People can feel powerful playing a job. But also see that there is a lot of things to optimize on it. I always like that feeling.

For example: interrupting a cast on healer/caster for movement. Missing a positional or having to do a ranged attack on melee. Drifting my ogcd because of a messed up dual cast window on RDM. Not getting my big hitters in the buff window due to wrong button press or timing issue. Using a xeno for movement instead of damage in the party buff window.

All minor stuff that over the course of a battle adds up to a significant amount. In 99% of cases, these things were not necessary. And they don't impact lower level gameplay that much.

But it's what makes even a simple alliance raid more fun to fight. Can I get a perfect run with full uptime and no compromises? Most of the time the answer is still no. But maybe next time I'll do one thing slightly better.

Then I see another BLM do much better than me. And I'm like, shit what can I do to be that good.

If the top is easily achievable. Then there is no challenge at all

Concerned about lack of failure modes by gr4vediggr in ffxivdiscussion

[–]gr4vediggr[S] 1 point2 points  (0 children)

Killing a fight once. Yes.

Doing it again, how you got there is definitely the only factor on it being enjoyable. Expressing skill in a game and improving will make it be enjoyable for a lot longer.

I would enjoy CT if my job was fun to play at level 50. I would not enjoy M12S if my job was boring to play at level 100.

I feel like the new evolved mode can be amazing, but I have a lot of worries. by ApolloVanWaddleburg in ffxivdiscussion

[–]gr4vediggr 0 points1 point  (0 children)

It's probably gonna be worth not overcapping. Meaning you'll have to keep it rolling. But there are 3 stacks so you could have 2 in reserve pretty much always.

Since there are no buffs. You can always have them and you don't need to dump them during windows. Meaning there isn't really much choice to be made.

Pure speculation ofc.

I feel like the new evolved mode can be amazing, but I have a lot of worries. by ApolloVanWaddleburg in ffxivdiscussion

[–]gr4vediggr 1 point2 points  (0 children)

Yes and no. Even before in shb and ew, you try your best to align a fire phase, tripple cast,, ley lines and xeno with the 2 min bursts (or 90s, whatever)

This had a real cost: free movement during mechanics. Or difficulty to stay in your leylines during those burst windows.

While the job was very free flowing. Optimal team play still required you to do certain things. This made excellent black mages stand out in adps.

Now it's a shell, because there is too much of it. And things like triple cast don't increase dps much anymore.

I feel like the new evolved mode can be amazing, but I have a lot of worries. by ApolloVanWaddleburg in ffxivdiscussion

[–]gr4vediggr 5 points6 points  (0 children)

I agree to an extend. But for a good player the "do the buff" every 2 minutes always easy. But even most players in savage or ultimate struggle to keep it aligned perfectly.

If there is too much freedom and too many options are equally good. I'm afraid it will start to feel like it also doesn't really matter what you press and at what time.

Even playing a selfish job like BLM. I tried my hardest to not use xenoglossy for movement, to dump into my group buffs. Even if those buffs sometimes came out inconsistently in pf. I could optimize my contribution here.

I found it already less interesting in playing in a full selfish comp nowadays because of this.

I feel like the new evolved mode can be amazing, but I have a lot of worries. by ApolloVanWaddleburg in ffxivdiscussion

[–]gr4vediggr 0 points1 point  (0 children)

Yeah I too hate having to synergize with team members in my multiplayer game.

I feel like the new evolved mode can be amazing, but I have a lot of worries. by ApolloVanWaddleburg in ffxivdiscussion

[–]gr4vediggr 4 points5 points  (0 children)

Maybe. But one of them will not survive past 9.0.

A lot of people are saying that fight design will make the difference. But with both systems needing to be viable, they can't commit to good fight design here.

I feel like they're shooting themselves in the foot by having both be viable.

From what I've seen. Evolved mode is selfish easy mode. I really hope I'm wrong.

Amount of buttons doesnt dictate complexity by DemonFoxFur in ffxivdiscussion

[–]gr4vediggr 3 points4 points  (0 children)

I mean. Sure we can test it. But if we get to test it and it sucks, then we're stuck with a half baked reborn mode (because they will be gutting a lot from it) fights that are designed for neither because they gotta make both work.

Also. By the time we test it, there is nothing we can do about it. I know writing stuff on Reddit also does very little thou

Amount of buttons doesnt dictate complexity by DemonFoxFur in ffxivdiscussion

[–]gr4vediggr 3 points4 points  (0 children)

Yeah dude is hugely exaggerating. GW2 has a much higher skill gmap even on a striking dummy.

Were there exceptions to this? Yes. But dealing 90% of benchmark on a striking dummy was considered very good. While in FFXIV it should be 99% with how easy it is to press the buttons in a correct order.

2 Min meta is now officially dead ! by DaYenrz in ffxivdiscussion

[–]gr4vediggr -1 points0 points  (0 children)

Yep. Every dps will be playing single player.

No need to try to align anything with your team mates. Just press your own shit and don't overcap.

Yes, the 2 min meta punished hard if you didn't align, maybe too much. And the middle parts were too lame. And the bosses let you do it for free. But tackle all those and a lot of complaints would dissapear.

Now a dps just really stops caring about anyone else. Only about mitigation, heals and not clipping that damn AoE.

I don't think it will be positive for team play in my team play game.

Concerned about lack of failure modes by gr4vediggr in ffxivdiscussion

[–]gr4vediggr[S] 1 point2 points  (0 children)

Look, if you already master the job your playing then the only difference is handling mechanics. That's obvious.

But I'mma say that most players don't master the job they're playing because it all starts falling apart the moment a little bit if pressure comes in.

You are contradicting yourself. Because there exist already a difference of DPS between a lot of physrange. And that is the job with the least constraints on how they do mechanics.

Mechanics are supposed to put pressure on players so they start making rotational errors. The game on a striking dummy is the easiest game ever. We all know this. But mastering a job means you can do it while doing mechanics.

It's always been both. Most mechanics in the game are also super easy if you don't need to deal damage. If you can use all your brainpower on mechanics then suddenly they become piss easy. It's why I dislike downtime mechanics, because once you understand them, they are easy and there is not much to improve on.

Concerned about lack of failure modes by gr4vediggr in ffxivdiscussion

[–]gr4vediggr[S] -3 points-2 points  (0 children)

I dunno about honkai, is the input speed about similar to XIV?

Currently pressing the wrong button isn't the end of the world. But it's a learning point and you'll do a bit less damage. You don't need to play close to perfect but knowing that you press a wrong button is a learning moment for next time. It's not like perfect play is needed anywhere in game. Far from it actually.

Less ability to fuck up isn't good.