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Thread: Job balancing?

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  1. #1
    Player
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    Aug 2015
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    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.
    (0)

  2. #2
    Player Ulth's Avatar
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    Dec 2013
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    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.
    (0)
    Last edited by Ulth; 05-13-2016 at 02:01 AM.

  3. #3
    Player Catmato's Avatar
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    Mar 2011
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    1,110
    Character
    Catmato
    World
    Leviathan
    Main Class
    BST Lv 99
    Quote Originally Posted by Ulth View Post
    and really the only job who is really set in stone is probably whm.
    I hope not. I'm still hoping for my native dual-wield.
    (1)

  4. #4
    Player Urthdigger's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    313
    Character
    Urthdigger
    World
    Fenrir
    Main Class
    MNK 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.
    The problem, as I've said before, is that job balance is worse nowadays than it ever was in the history of FFXI. Back at the old 75 cap days, while a few jobs were in higher demand than others, it wasn't like you couldn't do content as other jobs. They were just simply not as good.

    Nowadays, the vast majority of jobs are complete and utter trash, you're literally better off bringing NOTHING than you are bringing them. Even barring the HP increase on bosses, the difference in damage between the good and trash jobs isn't an extra 25% here or there, it's more like triple the DPS, at LEAST. At the same time, the good jobs don't take damage from AoE, don't get shut down from enfeebles, don't pull hate off the tank... they're not in the same league anymore, they're not even in the same sport. That's how bad it's gotten.
    (3)
    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.

  5. #5
    Player OmnysValefor's Avatar
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    Oct 2012
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    1,186
    Quote Originally Posted by Urthdigger View Post
    Nowadays, the vast majority of jobs are complete and utter trash, you're literally better off bringing NOTHING than you are bringing them. Even barring the HP increase on bosses, the difference in damage between the good and trash jobs isn't an extra 25% here or there, it's more like triple the DPS, at LEAST.
    Un-enfeebled and equally geared, I'm not sure the damage difference is quite triple. TBH, I'm not sure--pure DPS--what job is on top. Haven't played with mnk/war/sam/good thf/drg/dnc on anything serious in ages.

    At the same time, the good jobs don't take damage from AoE, don't get shut down from enfeebles, don't pull hate off the tank... they're not in the same league anymore, they're not even in the same sport. That's how bad it's gotten.
    Translation:

    Good Jobs: Mages
    Bad Jobs: Melee, even blu. Amnesia does the same thing to a BLU it does to every melee, as do ailments that restrict gear and item usage.

    I'm not disagreeing. That pretty much sums it up.
    (0)