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  1. #6
    Player Horadrim's Avatar
    Join Date
    Jul 2011
    Location
    Windurst
    Posts
    411
    Character
    Horadrim
    World
    Asura
    Main Class
    COR Lv 99
    Quote Originally Posted by Tamarsamar View Post
    I just want to point out from a game design perspective how completely short-sighted this is. Just as nobody at SE has heard of Occam's Razor, nobody at SE also seems to be familiar with the concept of conservation of resources (or if someone was, they were likely thrown out of a window at a meeting).

    Players like denser content. They like what they've done before being potentially applicable for future endeavors. They're not so fond of a whole new set of ultimate weapons being added just to accommodate for newer jobs, since apparently adding newer jobs to existing content would apparently shatter whatever perverted perceptions of "balance" you may have.

    How's this for balance, SE: an older job has access to at least three, if not more different ultimate weapons to choose from. Anything from ToAU forward has only two. And you plan to give SoA jobs only Mythic Weapons? Oh, but you hope to make it better by introducing a whole other set of ultimate weapons that SoA jobs are included on, so that older jobs have 4+ such choices, ToAU and WotG have 3 choices, and SoA jobs still have only 2. [SARCASM]Good going, SE. That's how you balance a game.[/SARCASM]

    /vent
    I think the issue comes in from a rebalancing perspective - it's one of those things where you just don't want to have a piece of gear that has stats all over the place. If you look at what RNF is supposed to be versus what jobs that use similar weapons (G.Swords, so DRK and WAR) the purpose of the jobs is completely different. Sure WAR -can- tank, but its not so often that you see them equipping Great Swords to do it. DRK and G.Sword WAR are 100% about damage, meaning that most G.Swords are damage focused and suddenly tossing Defensive stats and boons on them could have weird overlaps for other jobs. They did go back and give old jobs an equivalent number of items and options -- but they ended up coming from different places. Jobs that directly overlapped, like SCH, ended up with less of a divide but frankly I kind of understand why they do it the way they do.

    At the end of the day it balances out (gear count wise, you can barely tell the difference between ToAU jobs and Zilart jobs these days), but it did take them a while to get caught up while SE was figuring out where the balance goes.

    Say what you will about how slowly and stubbornly they do things, but they do try to incorporate player tendencies into their balancing of some things (they're doing it more and more with FFXIV) so seeing them wait a bit before adding endgame gear to assess how players use jobs and focus on those stats makes sense.

    Meanwhile, I think extra, unique magian trials makes sense and adding new Empy gear is very likely to happen as well.

    To any extent, I'm not a fan of it either. I like having a long list of things to work on with a clear line of progression I can make. When I first leveled BLU I hit 60+ before AF had even been released and the rush to get it cost me over 6 million gil prior to SE adding easier ways to get Imperial Silk. Later, I hate to wait around for them to add SCH relic to Dynamis so I could try and get that. I'd very much like to see SoA come out and RNF/GEO having a full 3 sets of endgame gear and 3-5 different end game weapon options...

    It's just not likely to happen.
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    Last edited by Horadrim; 02-13-2013 at 11:59 PM.