Yeah anytime a new job like NIN comes out and the fans find a "better rotation they didnt even think about" that put NIN way ahead of MNK, they should have started thinking about test servers
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Blizzard uses public beta servers so they don't have to pay a QA team. If you've ever been invited to one, you'd see just how broken it really is.
From what I've been seeing with WoW and Overwatch the PTR is more about testing to make sure it doesn't explode. Battle for Azeroth's PTR was full of problems that were completely ignored even when reported and Overwatch's is more about playing new heroes/maps in advance and that is basically the release state.
It seems rare Blizzard will not make changes off the PTR feedback unless it causes massive issues.
Few things grind my gears more than when someone implies that just because we don't need something, we should not have it.
I agree with putting an end to new jobs. They exceeded their limit with the number of races and jobs they could fully support, leading to gnb/dnc not having weapons from certain content and hroth/viera missing hats, etc.
As people pointed out, jobs have been a big selling point of expansions, which means absence of new jobs would need to be filled by something else that is exciting and easy to understand to drive hype.
I've long wanted a change to the content structure anyway. If you keep doing the same thing forever it will eventually lose its impact. They could for example switch to mini expansions every 12 months, priced at $15-25. One of those mini xpacs could focus on remaking ARR content such as praetorium and cape westwind while also providing new higher difficulty versions of those duties for endgame players. Savage aurum vale too.
Also we pretty much ran out of classic FF jobs to bring back without scraping the bottom of the barrel for obscure and oddball ones. I'm not very confident about Chemist driving excitement for a new expansion.
I figured as much was what was going to be explained. Then I would agree with those statements, though I personally believe that a developer would/and definitely should take feedback and data seriously, rather than just let everyone play with new shinies they plan to add. Such a waste, especially on Blizzard/Activision's part.
I dont know so much about that bottom of the barrel, there are many jobs they can pull from, the reason Chemist has been requested for years is because the community wanted a different form of a healer that wasnt magic based. There are many other valid jobs and archetypes theyve yet to introduce, especially if they pull from tactics series/bravely default/X-2. And then they can even just invent a job from a past archetype like gunblade user if they want. I still think that the holy trinity is what killing their intuitive job design, as well as walking away from the cross class system entirely. I'm not entirely convinced a half expansion to update outdated content is really going to do much for the game, or hold onto subscriptions(Savage Aurum Vale? Are you sure you're okay?)
Just because you are fine with the current choices or found the perfect job in the choices available doesn't mean everyone has. This game also doesn't have specs like WoW for example so its not like each jobs can be played multiple ways so things get boring. Anyway there isn't anything that really needs fixed so bad in this game that new jobs can't be added. Going back even further FFXI released new jobs with each expansion so for SE it's a bit of a thing that they do and players expect. I'm sure at some point that may change but that change is not today.
I agree OP. There are so many jobs already. Adding more would just make rng drops more cancer. For example, when u kill Shiva you now have 1 in 17 chance of her dropping your weapon. Imagine the odds getting worse and worse each time they add another job.
I see people doing this kind of limitation to classes in MMOs all the time, and frankly, I have seen many game companies ignore the player insisted limitations.
ie WOW, "can't have another Leather class..." Monk, "too many leather classes...", Demon Hunter. "Each expansion alternates between Race and class...", nothing in the next one, races in the ending one, class and races in the one prior.
Square can and might add a new Healer Job, and nothing you invent as to why not has to hold or limit them. You are only looking at one minor aspect of the Job/class which can be adjusted.
You have to keep in mind that the WoW team responsible for class balance is significantly bigger than XIV's. It's no secret that Yoshi P's team is understaffed when it comes to certain aspects of the game, one of them being the job designers.
With the state that healers and tanks are currently in I would certainly have no issue with them focusing on making all the jobs fun and engaging instead of adding another job.
I for one, am looking forward to the new jobs. Next job might be among the given list,
https://www.gematsu.com/wp-content/u...s_11-18-15.jpg
Although, I feel Time Mage and Alchemist will be added soon or maybe necromancy....
This is something I don't understand. I get that they don't want to alienate players who aren't as good for certain content but you can literally change your job on the spot, or DF it where nobody can interfere with job composition anyway. This misguided attempt at homogeneity is sucking the fun out of the battle system and the game as a whole for me.
If I play a certain job I want to have that identity. All I feel now with certain jobs is <DPS> or <healer> with different glamour options. It's sad, coming from XI or many of the older single player FFs.
I know exactly how you feel about this. The thing is theyve already proven they can make doable content without a rigid role requirement(like deep dungeons) even if it isnt anything hardcore, We get special zones like bozja and eureka where they play with the idea to somewhat appease the crowd that wants a little bit of variety(even if the best optional skills are probably used by the majority) but, for some reason they feel like balance has to be the way that it is, which I'll be flat out honest, is kind of sapping the identity and unique play styles out of jobs, Some aren't even really recognizable by anything but their looks and job title.
Oh the three you mentioned, only Alchemist, under a different name, is most likely. Reason being is that it was going to be our 3rd healer from the beginning, but development issues turned it into Astrologian and Machinist. The devs have stated for a fact they will not add any jobs that make the WoL look bad, so no Necromancy, and that's why Thief is called Rogue. The 3 bosses from The Heroes Gauntlet are jobs we will never have access to; at least under those names. Time Mage isn't outside the realm of possibility, but it's still too ingrained in AST to say anything definitive.
I thought as well myself, but there was a very convincing discussion on how a necro-like job, or dark magic healer could work. Ultimately it would utilize healing options not often explored, like bubble healing, and converting damage dealt to heal the party, etc. More recently though a buffer/debuffer centric healer like Green Mage or Oracle/Mystic could work as well if, they begin to give healers more buffing/debuffing utility
I think come the next expansion, we'll have another scouting job an another maiming job to round out the classes for those. We also need another healer.
Running something to get a certain weapon shouldn't really be too time consuming if they increase the number of drops in the dungeon or do like they do on the leveling dungeon and guarantee you one piece of gear for your class per run.
I'm new to FFXIV so my opinion may not carry much weight, but there is no HoT based healer that feels in any way similar to resto druid from WoW (my main). Similarly, there is nothing that feels in any way similar to disc priest, or to a certain extent monk or shaman for that matter. A lack of creativity or examples from other games doesn't exactly make the claim that there is nothing more to add for healers/tanks/dps in any way true.
I will agree with you about SMN....I do think it needs to be re-worked. I do not count BLU because its a limited job.
But why not have more new jobs..I would love more new jobs.
Right now we have 17 FULL jobs
4 tanks
4 melee
3 casters
3 range physical
3 healers
I would love to have a new caster. I know the majority of the community wants a new healer.
I look at it as having more jobs means more options to play. Lets face it...some of the jobs, you only can take them so far & then what?
As mentioned by some in this post..new jobs sell expansion.
You have people in the community who are interesting in seeing the next limited job.
I would be satisfied if we only got 1 new job for the next expansion. And make it a healer.
I think I would be disappointed if there was no or even less jobs, especially if it was like 1 normal job and 1 limited and the limited was designed in a similar spirit to Blue Mage.
I can see ways that wouldn't bother me but that would be my personal opinon on what was worth the cost, so I imagine others may or may not agree. For example I've really wanted to see a major overhaul in chocobo content, entirely new and long lasting personal airship content (FC can be included for much larger projects, but ideally I want my own airship), maybe your own hamlet that includes upgrades and progression and elements of Doma Reconstruction, Dark Cloud, Animal Crossing, and other community building experiences, a huge level of fantasy role play to your job that has some actual functionality over just visuals (like I suggest a sphere grid / license board content that has role value, but doesn't mess with end game balance- like dragoons unlocking the passive that reduces fall damage and later entirely removing it, something like WoW does fairly well in comparison), instanced housing would lovely especially if they can get to the Wildstar level of power, etc.
But if they had much of the same as say what was in ShB but one less job, and especially if they used that to justify another limited job with a similar design philosophy of blue mage, then I would be like. . . "what're you doing with the rest of the money you're making? Are we getting EA'd? Is this Activision Blizzard rising?". I would expect major impressive features if they start cutting jobs - big content pieces, and I would generally very displeased if it was to make more room for limited jobs (unless they can entirely reimagine and revamp their vision of said content that feeling will probably remain any time that type of content is brought up, my salt for blue doth overflow).
I wouldn't be shocked if the rate of new jobs slowed down.
Because every new job adds to the overhead going forward.
New job quests. New artifact armors. New weapon models. More job balancing.
This is likely why for example DNC and GNB had less new weapon models added to past content than the SB jobs, though they still had SB crafting weapons, SB leveling dungeon weapons, shire, rymanki/scaevan, pvp and I think a couple others.
Either they will have to slow down eventually or start doubling or tripling jobs per weapon type. Having one job exclusively per weapon type might not be sustainable with the current rate. That said, I do like that each job has only one weapon type, and I hope that remains.
Obviously at some point they will need to stop. Healers are already identical, so more jobs will most likely mean copy and paste of existing jobs.