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Thread: Job balancing?

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  1. #11
    Player Ulth's Avatar
    Join Date
    Dec 2013
    Posts
    578
    Character
    Andrewviii
    World
    Valefor
    Main Class
    THF Lv 99
    Quote Originally Posted by Jin_Uzuki View Post
    Job Balance has always been a problem in FFXI, the game has a very flexible job and ability system (Unlike FFXIV who solved this problem by making every job a reskin of each other) so it comes with the package.

    Sadly, I don't think there is much they can do about it. Some jobs are always going to be more requested, and now that the game is in its final years the "most requested jobs" are set in stone. It's not a good situation, but what can you do.
    Personally I don't think the game is in its final years, and really the only job who is really set in stone is probably whm. As it stands run and pld are about on equal footing and are pretty interchangeable. Really a lot of the current problem with job balance and other jobs being more requested really boils down to melee set ups not being as viable as magic burst ones. Melee needs much more support than magic burst. That's why I suggested the changes to war like I did. They should buff up melee jobs' party buffs and let them be used full time. That way the melees in the party can support each other and you don't need 2 geos, and a brd for your melee set up. The goal of these changes should be that for a melee party you only need a geo or a brd.

    It's funny some guy quoted my purposed changes to war in another thread saying it was making the job OP, but is it though? Even if the new warcry and tomahawk buffs become must haves for melee set ups, it's not like you will have whole parties of wars. You can't get warcry twice. That is what I think is genius about the changes it makes the job desirable but you don't end up like the previous bandwagons where all the DDs are blm, or all bst, or all thf, or all sam, or all mnk, or all rng, ect.
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    Last edited by Ulth; 05-13-2016 at 02:01 AM.