There's always been a distaste for certain classes, but it's mostly been something you could work around in the past. Most jobs had some way to contribute to SOME form of endgame, even if they weren't desired for others, and even if they weren't the best they were still usable.
Lastly, the number of jobs that nobody would invite to anything was far lower. There were like 3-4 jobs considered totally useless. Now? There are only 4-5 jobs considered even remotely viable for any content.
It's not that it didn't exist before. It's that it's far worse.
He once sold his soul to Promathia for a rare drop. He later won it back in a drinking contest, before beating up the twilight god for good measure.
He's won dance-off trophies from the Republic of Bastok, the Duchy of Jeuno, and the Yagudo Theomilitary.
He's won entire arguments with a single leer.
He is the most interesting galka in the world.
I like to think that I've been among the most vocal that content is currently designed around too few jobs.
I do not think this is because geo is too strong, I think it is because bard is too weak. There is a difference: the game has changed and bard has not.
I do not think BLU is too strong, I think other melee got the shaft on JP. I think BLU has the best shot at overcoming the absurd levels of evasion on some of this content while still surviving the boss.
Immanence is way too ideal in a game where melee require babysitting, can be completely shut down, and too easily killed.
Nerfs to any of these classes don't make content any easier for the jobs people don't want.
Fix content (amnesia, evasion, spike spells), fix some of the outdated JP enhancements/gifts. Fix bard, a class that needs overhauled.
A lot of melee seem fine til you put them against paralyzes so potent they might as well be petrification. SAM is reliable for self-skillchains on anything it can hit, as long as they can survive and aren't enfeebled to death (literally).
Fix the biggest problem with melee: there is little reason to bring more than what's needed to SC, scholars included.
Last edited by OmnysValefor; 05-20-2016 at 02:40 PM.
I love the productive discussion being had here. I hope the devs pay attention to these comments.
http://photobucket.com/gallery/http://s19.photobucket.com/user/soulchld4/media/Olorinus-Signature.jpg.html
Dual wield jobs really don't benefit accuracy once you get to the point of having R/M/E/A weapons since they only give skill instead of accuracy, so each of your weapons only apply to that hand. It just seems like that because the two dual wield jobs people think of are dnc and blu. Dnc has accuracy bonus trait and gets more accuracy from gifts than other jobs, only tied with drg. And blu can set Accuracy bonus VI with spells. Thf and nin don't have anything like that. When they added distract they kind of nerfed thf hard. Feint now conflicts with a common spell, and the gravity effect from rudra's is pointless. Nin has it even worst since their extra hit dakken needs them to have huge amounts of ranged accuracy as well to make full use of their abilities.
I believe this thread misses the real issue here. Because I have seen countless MMORPGs ruined by this notion of job balance.
Jobs should not be balanced. They need to have individual strengths that set them apart from other jobs. That's what makes the game play interesting to begin with. Otherwise in theory the developers should just copy and paste the same jobs for everyone to play - as that would be perfectly balanced yet would it be fun? I seriously doubt it.
Back in the early days many jobs on this game simply sucked. I hate to be so blunt - but that is the truth. They were downright miserable to play. SE has gone a long way to improving their jobs and making them more effective and enjoyable to play. So I find this idea that things were so much better in the old days floating around on this thread to be misleading. None of the jobs I play were better in the old days. That is for sure. In fact, they were a gazillion times worst.
I agree all jobs should be useful in all content. I do not agree that all jobs should be equally useful in all content.
I am not saying there aren't some legitimate complaints here. There is. But they are often exaggerated by job stereotypes and LS leaders who are stuck in their own ways. So instead of finding ways to make jobs more balanced I believe the correct way to address this issue is to ask how can we make certain jobs more useful in certain kinds of content.
Last edited by Dale; 05-25-2016 at 01:59 AM.
Well I believe you are saying the same thing here--regarding balance vs making jobs more useful in certain kinds of content... although i would caution "certain kinds of content" seems to lean towards job exclusivity in that there could be made the argument that, depending on the job, it may not be useful because of the type of content being introduced/attempted by the person playing the job.
I think the OP position of job balancing seems to stem from avoiding this type of distinction, so that regardless of the job, all jobs can enjoy all content equally... I don't think this should be viewed as an unrealistic objective.
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I summed up my position this way:
I agree all jobs should be useful in all content. I do not agree that all jobs should be equally useful in all content.
I'm with you on most of your comments. Where you lose me is when you suggest that regardless of the job, all jobs should be able to enjoy all content equally. Because I like that certain jobs excel in different content encounters.
Last edited by Dale; 05-26-2016 at 12:59 AM.
I sincerely hope that that you took more from this thread than "2h need buffs", which they do.
Melee survivability and babysitting required is still a huge huge concern, regardless of weapon wielded and job played.
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