On "rotations"

Post by pgt1027 on 2023-03-08 12:39:06

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Post by Songcaller on 2023-03-08 12:40:29

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Post by pgt1027 on 2023-03-08 19:39:53

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Post by Azherae on 2023-03-08 21:28:05

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It's moreso that the definitions and complaint you gave in your OP might not be successfully expressing your true concern.

I can say from some experience on this forum that not everyone understands what the alternative would even look like, so you may need to specify what it is that you want to be 'different'.

There are lots of ways for it to be different, and 'being negative toward rotations' is not always clear because of this.

Could you give an example of what you consider 'actual mechanics'? I, for one, can ignore the part of the OP where you gave the explanation of the Simon Says game, and note that for the most part, I agree with you, but the details get pretty important in this specific type of discussion, I think.

Post by pgt1027 on 2023-03-08 23:27:41

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Post by Noaani on 2023-03-09 02:44:28

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Post by Ludullu on 2023-03-09 17:41:40

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Except unless those 4 same-case abilities have the exact same dmg and the exact same cd and the exact same effect - they'll be on a rotation to maximize their usefulness. One of them is a second longer in cd? Use it first so that it comes back by the time you've finished using the other 3. One of them uses a bit less mana? Use it last so that if your mana get's burned you might still be able to use it. And so on and so on.

Literally anything will be put into a rotation, as long as there's any kind of variance in the abilities. You either have a game with literally a single dmg ability, a single defense ability and a single heal - or you have rotations.

The quantity of those abilities does the exact opposite of what you're saying. It makes people strategize about the best use of their abilities and their mana and the cds and everything that might be involved in combat. Obviously there'll be people who just copy someone else's rotation, but that's not the game's problem.

Post by Azherae on 2023-03-09 17:55:42

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Except unless those 4 same-case abilities have the exact same dmg and the exact same cd and the exact same effect - they'll be on a rotation to maximize their usefulness. One of them is a second longer in cd? Use it first so that it comes back by the time you've finished using the other 3. One of them uses a bit less mana? Use it last so that if your mana get's burned you might still be able to use it. And so on and so on.

Literally anything will be put into a rotation, as long as there's any kind of variance in the abilities. You either have a game with literally a single dmg ability, a single defense ability and a single heal - or you have rotations.

The quantity of those abilities does the exact opposite of what you're saying. It makes people strategize about the best use of their abilities and their mana and the cds and everything that might be involved in combat. Obviously there'll be people who just copy someone else's rotation, but that's not the game's problem.

I really don't think this counts as the same thing, does it?

Rotations exist in almost all games, they're the simplifications of the flowcharts/First Order Strategies, yes.

Same for the so-called 'meta' builds.

But the issue is the simplification of them by games that 'saw people simplify things for players who aren't constantly thinking and changing', and wanted to make the games more accessible (in total) so they made 'doing just the rotation' a success condition.

The outcome of 'just doing a basic rotation' in many games is that you lose/die. And this probably isn't popular. If we start calling the complex adaptation space that you find in things like BDO PvP/Boss Combat/etc 'rotations' in the same sense, just because there's an optimal order, the conversation becomes impossible to have.

Post by Ludullu on 2023-03-09 18:29:19

But the issue is the simplification of them by games that 'saw people simplify things for players who aren't constantly thinking and changing', and wanted to make the games more accessible (in total) so they made 'doing just the rotation' a success condition.
Guess that either comes from the gcd presence or it's just my lack of understanding of the concept itself and it was also present in L2 but I just never thought about it cause pve usually came down to just the strongest dmg ability and pvp came down to you using all the tools you have, so there wasn't a single best way to do things (well, unless you were way stronger than your opponent :D )
The outcome of 'just doing a basic rotation' in many games is that you lose/die. And this probably isn't popular. If we start calling the complex adaptation space that you find in things like BDO PvP/Boss Combat/etc 'rotations' in the same sense, just because there's an optimal order, the conversation becomes impossible to have.
But I think that's the issue with this convo from the very start. Maybe the OP played some really shitty games, but I can't quite imagine how several attacking abilities with a wide variety of effects and differences (even if done in the correct sequence) can be discarded as bad. And that seems exactly what OP is saying.

Post by Noaani on 2023-03-09 19:13:32

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Post by Solvryn on 2023-03-09 21:07:34

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Post by pgt1027 on 2023-03-09 21:53:54

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Post by Azherae on 2023-03-10 00:09:53

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Are you actually talking about raids though?

People use different specs/builds and different strategies for different types of content.

You're specifically also saying that 'specialization should be a negative even at the raid level'?