Future Battle Balance Adjustments
Greetings,
Below is a comment from Akihiko Matsui in regards to battle balance plans moving forward.
Quote:
Originally Posted by
Akihiko_Matsui
Matsui here.
I'd like to give a rough breakdown of the direction we are looking in for future battle adjustments.
- Tanks
In regards to the issue where enmity immediately reaches the system cap, we would like to make another round of enmity system adjustments based on high item levels. We are aiming to address this in the February version update.
Additionally, we would like to make it so it is easier for tanks to build enmity and properly hold their targets when there are melee damage dealers in the party with them.
Also, rune fencers are currently weak to physical attacks, so we are looking into adjustments from various angles such as via equipment and job traits. We feel it necessary to make them comparable to a paladin for all-around tanking.
While we feel adjustments to ninja are necessary, if we were to simply enhance Utsusemi there is a concern that they would be able to completely shutout enemies (though it depends on content). Naturally we would like the tank and healer roles to work together in a party setting, so we are currently looking into a better way to address this.
- Damage dealers
Based on the above, there may be some concerns over rangers and other damage dealers who have specialties involving enmity reduction possibly losing their place.
When it comes to pure damage dealers, there are various types of individual characteristics such as accuracy and attack power, but we would like to reduce the gap based on damage dealt over time.
Especially when forming parties with support jobs, a difference is elicited between jobs with large boons and those with small boons, so we feel it necessary to make adjustments with this in consideration.
There’s a ton to think about when it comes to support and healer balance as well as the treatment of jobs that possess a wide range of roles, but to start out we would first like to make adjustments to enmity and tanks, and strengthen the foundation of party play.
I'll be discussing the specific plans for adjustments and the implementation timing bit by bit as we move forward.
Rune Fencer a true Tank like PLD..When? New True Tank Jobs or Fixes For Old?
We have a "job type" bottle neck issue currently with respect to low-man (x<=6) difficult and very difficult battlefield content.
THF, NIN, RDM, BLU, PET take ridiculous amounts of damage over time to effectively tank anything less there are 5 WHM in a 6 man party (exaggeration, but you get the point I hope). I'm not going to get into the why, as players that play these jobs already know why I say such things.
We have multiple DD jobs
We have multiple Specialty /Tool Jobs
We have multiple Mage Jobs
We have multiple pet jobs
We have multiple Ranged ATT jobs
We have the 1/2 Tank Rune Fencer
We Have Only 1 True Tank Job and the barrier to "an Ochain for all" is the amount fighting your going to do for soul and horn NMs, not to mention the plate acquisition.
Not everyone wants to level PLD and fight for weeks to build an Ochain or any other RME Shield. Some people just don't like the job, don't have the time to level it and/or don't have the inventory spaces to level it. Given that you are not providing other options its seems as if you are indirectly telling us all to Level Paladin Or Don't Play and an increasing amount of people are choosing to walk away and not play as opposed to waiting for a PLD to log on.
Want to WKR? Got a PLD? No? Then there will almost always be no WKR
Want to SKCBC for Synth Mats? Well it seems so far that you need to at least be set to difficult to get a drop and popular trend dictates your probably going to need a PLD to do Very Difficult and most Difficult content
Want to do AA? Same Things apply
Yes PLD should have there place, but right now its a tanking monopoly and some more options would be nice. When a server doesn't have enough true tanks (PLD With RME Shield(s), etc) people are not going to be able to create many concurrent parties due to shared resources. As a result, people will not be able to do the things they want to do, nor get the opportunities to earn the drops they want and will stop playing.
If you goal is to get people to just buy the 119 reforge materials on AH then your doing a great job.
If your point is to get people to stop playing then your doing a great job, as its easy to stop playing for good when you continuously cant find a true tank for a party and the barrier to entry for the AA fights are so high that players are unwilling to try to win utilizing a party without a PLD With RME shield.
It is also easy to stop playing when the development team forces you to play jobs you do not enjoy when you are used to choosing how you want to spend your time and money. If your trying to extinct or cannibalize the game you should say that's you intent so people can make the choice to move on or over to 14. Many people I know have said they will never restart a game like this from scratch and this is the last game of this type that they will play. I know that hold true for me personally.
So When? When? When? is the question at hand.