LMAO, ok. So according to SE. SMN harder to play than RDM? VPR harder than SAM? DNC harder than MCH? Thats why they do more dps?
-Not that there is a Job hard to play in this game, but some jobs are less braindead than others ig.
I would be in favour of small difficulty balance (AKA more difficult job having room for SLIGHTLY more damage) but theirs really nothing to balance anymore as every job is a bland mesh of one another.
Don't really think anyone can brag that their job is cool and unique more difficult!!! and that's why they should do 0.2% more damage then your job! Because every job at this point is just copies of each other, I mean the last bastion of that was Black mage now it's just bland mage might as well play a healer with how little you manage on it.
I mean we can debate in theory that Reaper is easier then Ninja or something like that but the gap between both of them is so small that a 0.1% damage variance wouldn't even be justified anymore, which is likely a goal of the devs if you think about it because the crusade of "No Jobs left behind" actually means all jobs suffer from a gameplay perspective and instead of being miserable because woah my job does 0.5% less damages!!! we are now miserable because our jobs were slowly remade into the bland generic formular.. Aka builder spender burst 2 minutes.
Though I'll keep coping in 8.0 we will get job talents and we will have a cutscene where our warrior of light personally destroys the two minute meta and we get interesting job design and encounters and I get to say Hi to my beloved real DOT goring blade and we defeat the imposter fake burst goring blade who is lame and is boring.
I'd honestly love to see the Developers difficulty ranking of the jobs
As I said in another thread, this genuinely seems like nonsense to me. Like I’m huffing copium that it was a mistranslation or misunderstand because it makes no sense whatsoever in the face of actual evidence?
Summoner is almost unanimously judged as the easiest job in the game yet it’s higher than all three phys ranged?! Like from my perspective Machinist should be the top dps then, because it just makes no sense to me at all lol (what do you mean I don’t just press the glowing buttons?!). Plus isn’t Viper generally considered straightforward and simplistic? Yet it’s the top performer? This ain’t adding up, people!
Phys ranged is still paying for the sins of Bard in 2.0, where they were incredibly overpowered and you would commonly go into alliance raid roulette and end up with 10 of the 15 DPS on Bard. It's an incredibly outdated design philosophy they they refuse to back off on.
Anyone knows what's happening with Bard players? Done several times unreal and Bards tend to be last on dps spot where even healers outdps them which is incredible. I wonder if I was just unlucky with players or this job definitely feels bad.
Bard generates a lot of its DPS from raid buffs which aren’t seen on the agro list (~~or the overlay DPS meter from what I’ve seen from people who stream with them on~~) purely from their pDPS they do less than tanks and are Just above healers. Healers then also generate healing agro (especially if you get a WHM medica 2 spammer)
BRD is just also not a very easy job to play either so people are likely only playing it to like 80% of its actual capacity
BRD currently tends to output similar or slightly above personal damage than tanks when both are played properly. It also provides the party with something around 20% of their total contribution (or an added value equal to 27.5% if their personal dps), effectively putting them way above tanks by that margin.
Obviously BRD also lags approximately 10% behind the highest damage dealers in total party contribution so... lol.
I think this framing is misleading. This is the relevant section of the interview:
Now, there is certainly a process described here, but that process is about how the workflow functions across multiple departments on the way to putting out finished content. You could argue that parts of it are overly rigid, like that every fight seems to include a fixed timelineQuote:
Yoshida Naoki: Our process goes like something like this.
We start with a specific theme for the fight. Say, for instance, painting. Then every mechanics’ from the boss will revolve around re-painting paintings. This concept will then be approved by the content lead in charge of the content, associate directors, and finally me.
Once approved, our battle design planner starts planning each phases. For example: Phase 1 is to allow players to learn what to look for on each painting and act on everything; On phase 3 mechanics from before combines together. After we approve the design for each phase, we then add in a programmer and our battle designer builds a detailed timeline like ‘5 second into the fight and we had a raidwide’; ’15 second in we had a tank buster’. Battler designer team then pitches unique mechanics to programmers and ask if what they request can be achieved in according to the timeline. Our programmer gives their feedback, builds the programming of boss according to that timeline, and both sides bounce back and forth until they finally finished designing the fight.
or that programmers are the ones making the initial decisions on raidwides and tankbusters so they might be less focused on having the fight feel unique than the creative professionals—I think those are valid points. It's not as you seem to imply though, that the whole of every encounter is working off some cookiecutter blueprint demanding a circular arena and a spread/stack mechanic at some point, etc. It actually sounds quite open-ended beyond the basic constraint of needing to operate on a timer, which I'll admit I wish they did more to change up both in fight and job design. It is kind of depressing to be able to map out the exact GCD you'll be on when a mechanic happens every single pull.
EDIT: I misread the quote at first; it is indeed the battle planners who lay out the initial timeline, which makes a lot more sense.