[SIZE="5"]Table of Contents[/SIZE]
- Overview
- Current Perception
- Problems
- Paradigm Shift - Obtaining Balance with Paladin
- TL;DR
Overview
As most readers can see, there have been many new threads and comments about how paladin (among other things) have become unbalanced with the introduction of Abyssea and level cap raises. In this thread I would like to address some misconceptions about how the game is designed and developed, the current unbalanced nature of the job Paladin, and finally a simple and intuitive adjustment to regain balance back to paladin job (and maybe more).
Current Perception
Many realize that in order to keep a massive multiplayer online game running smooth, there has to be design and development that facilitates people working together. FFXI uses a basic yet effective class system to allow players to experience the different ways to work together as a team.
The class system is broken into three broad classes with specialty classes within:
- Tank Class
- Damage Dealing Class
- Support Class
The Tank Class has the responsibility of controlling and manipulating the damage output of the enemies.
The Damage Dealing Class has the responsibility of doing damage to the enemies.
The Support Class has the responsibility of making sure the other two classes are performing at optimal capabilities.
Players have evolved the Tanking Class (and the other classes as well) and divided it into two smaller categories of Tanking: Blink Tanking and Blood Tanking. Blink tanking came about with the job Ninja and the ability to cast copies that absorb damage, thus mitigating damage, and even further evolved with the addition of third eye and seigan. Blood Tanking is the ability to manipulate the amount of damage taken so it is manageable while still controlling the enemies damage.
As said before, there are two different key roles the Tank Class has to provide: Manipulate damage (blink, third eye, physical damage taken down, etc) and control damage (who the enemies deal damage to). Players have strove to maximize and evolve the manipulate damage role. From blood tanking with 1-2 jobs only, to blink tanking with ninja, to blink tanking with ninja subbed, to utilization of job specific abilities (third eye, counter stance, etc) players keep finding ways to manipulate the damage.
However, the current view on the role of controlling the damage output has remained quite steady throughout the years. Players build enmity towards themselves so they are the target of damage from the enemies. This is the current paradigm that everyone abides by. Why? Because it works. Until Abyssea came around....
Problems
For the sake of this discussion, I will only go in depth the changes have affected the Tank Class. The Damage Dealing Class and the Support Class discussions are for another day.
With the implementation of Abyssea, game mechanics have changed. The inclusion of increased critical hit rates, boosted stats from cruor buffs, and immense resource regeneration (refresh atma, regen atma, regain atma, etc) have allowed players to enhance jobs to fulfill more than one class.
Before Abyssea, the ideal way to "tank" was to control the monsters attention to oneself through four ways: Dealing Damage, Healing, Job Abilities, and Enfeebling. Back when players didn't have enhanced stats, controlling the attention through dealing damage was difficult for the average player (note: not impossible by any means, just difficult). Controlling the attention through the use of enfeebles was another way players tanked, however Square Enix made it very difficult to continue this method. The use of job abilities always helped tanks control the attention through simple abilities like provoke, soul eater, sentinel, etc. This method assisted players by allowing powerful ways to keep the attention of monsters. Along with job abilities, Paladins also used healing power to control the attention to oneself.
Now that Abyssea is out, the most common way to control the attention of the enemy is through damage dealing. As many know, there is a maximum amount of attention one can achieve. Before Abyssea, players would need a combination of dealing damage, healing, job abilities, and enfeebling magic to consistently remain at the maximum level of attention. With powered up stats, players now only need to deal damage to remain at the maximum level of attention.
This is a problem for two main reasons: mixture of class roles (damage dealing + tank) can lead to extinction of jobs, and mixture of class roles lessen the amount of team work needed to complete objectives. From a player's perspective this is good. However from a design/business perspective this is bad. Mixing roles would ostracize people who love the jobs that become extinct.
The point of this thread is to examine one specific job: Paladin. Paladin can no longer fulfill its class role of tank with the current tools at its disposal. Virtually any damage dealer can reach the maximum attention level and stay there. So how do we fix this problem? Let's explore some possibilities.
Paradigm Shift - Obtaining Balance with Paladin
Paladin can no longer fulfill the tank class with every damage dealer able to fulfill both classes more effectively. So how do we fix this? Here are some of the various fixes you can read about all over the place:
1. Increase Paladin's Damage Dealing Capabilities.
This first suggestion is to increasing paladins damage dealing capabilities to balance it out as a tank. Others are tanking because they do lots of damage, why can't paladin? The main reason of why this would not work is because you are just repeating what happened to paladin in the first place: you would ostracize jobs. If paladin became as strong as warrior with the defensive capabilities, why should people play warrior or other damage dealing jobs when they can get both defense and offense capabilities in one.
2. Increase Paladin's Maximum Enemy Attention Level (hate cap)
This suggestion is to increase the maximum enemy attention level for the job paladin. I'm not a programmer, but I think this would entail a lot of work to program. Even if not, why should paladin be the only job to have increased hate cap? Depending how how much of an increase, this could make paladin overpowered by making it the only job to be considered tank, and again this would stray away from the objective of balancing the jobs. From a player point of view this would be the best fix. From a designer point of view, this fix would just cause more problems down the line.
3. Give Paladin More Job Abilities and Spells that Build Attention Faster
Some have suggested a plethora of new job abilities and spells that would help paladin's gain attention faster. This would be nice improvement upon the job, however no spell or ability that builds attention (hate) would help balance the job. The damage dealers would still reach the cap just as fast.
So how can we balance the job if none of these other suggestions would work? Let us think outside the box and back to the basics. Remember, balance is achieved when the three classes all work together without interfering with the others' roles. Paladin was meant to be a tank class. So how do we allow paladin to become a wanted tank again?
Remember, a tank class has two different key roles: manipulate damage received from monsters and control damage output from monsters. Paladin already has great sources to manipulate damage received from monsters through shield block, ninja sub, defense, job abilities, gear options, etc. Increasing the ability to manipulate damage received would not work towards balancing the job. So let's take a look at that second key role.
Is there a way to balance the job by affecting the way a tank controls damage output from monsters? All we need to do is just change our perspective a bit. The current paladin tanking paradigm is to have paladins focus all attention on themselves through gaining and maintaining hate through healing and job abilities. To balance the job out in the current environment, all we need to do is shift that paradigm from gaining and maintaining hate through healing and job abilities to redirecting others hate onto oneself to maintain attention of the monster.
You may be thinking there is already an ability that does that. You are correct. There is. It is called Cover. Currently Cover redirects all attention from the enemy onto yourself. Cover is a 15-35 second ability that can be redone every 3 minutes.
Here is how you obtain balance with paladin: make cover last for 5 minutes (+1 minute for each merit) with a recast of 30 seconds.
How would this balance the job? Simple:
- Allows Paladin to fulfill its class role of manipulating and controlling damage.
- Does not interfere with damage dealing jobs. In fact encourages damage dealers to push their potential. Full time hasso, soul eater, etc.
- Parties do not need a paladin to operate, but the inclusion of one is no longer "dead weight".
- Allows paladin to utilize their job abilities and magic as intended, not as sole hate generators.
In conclusion, this suggestion to balance the job Paladin by shifting the paradigm (current accepted method of operation) from generating and sustaining hate to redirecting hate through the increased use of the job ability cover can work. People just have to think outside the box a bit more.
[SIZE="5"]Too Long Didn't Read (TL;DR)[/SIZE]
-Paladins can't compete with damage dealers for maintaining hate and increased length on cover can balance the job