Originally Posted by
Alkoun
I have a few points I'd like to make regarding this discussion...
Hasn't yoshi said he wants players to be rewarded for strategic and intelligent play rather than just mowing through content? Which sounds more like what he meant: everyone switching to CON to nuke the crap out of everything, or you work with what you have and play to your strengths and compensate for your weaknesses? Isn't this exactly the kind of reason they changed the way bonus SP was rewarded for guildleves, cuz people found a way of gaming the system to get what they wanted without the intended required time and effort?
I don't think the armory system was designed so you can meta-game a dungeon. I mean, after all, they did describe these dungeons as supposedly being difficult. Instead, I think the armory system was designed so you don't have to make Alts if you feel like trying a different class, and so that you can fill a party role IF IT WAS NECESSARY (everyone switching to CON or Gladiator or whatever just to mow through stuff is not "necessary" and isn't the same thing as thinking to yourself "hey, our party needs a tank, and I just so happen to have my gladiator at 45. I'll offer to switch from lancer.").
Furthermore they designed the game with the casual gamer in mind. Well guess what: the casual gamer does not have the time to level several classes to 50 just to experience less than an hour of content. Do you really think that when the game is released for PS3 that new players are gonna get to 25 and enjoy being told "No you cant do Toto-Rak because you still need to level conjurer and gladiator to 25?" They'll laugh and quit. Designers want you to experience their content, and they want you to have a sense of accomplishment when you finish it. Casual players won't get to experience dungeon content if they spend all their time leveling classes they'll only use for a few minutes, and there's no sense of accomplishment when everyone is forced to play a class just cuz it's easy-mode for a boss fight.
So I'm sorry to break it to you, but this logic some of you have that dungeons are made in such a way that parties are required to have members whom all have several leveled classes is faulty. It doesn't make sense with the vision SE has been spewing at us for months. It would honestly make more sense to make dungeons for JOBS (not classes) and lock you in that job. They ARE party-specific content, so they should require party-specific gameplay (there's already a minimum requirement of party members, how about a job requirement? And lock us into that job for the duration of the dungeon. I bet we'll see intelligent and strategic game play then).