Everyone in this thread right now : "really, i am fine with not getting new jobs at the next expansion !".
What everyone will be if this is a thing in the future : "Uh, you are cutting new content AGAIN ? With all the money you are making ?" XD
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Everyone in this thread right now : "really, i am fine with not getting new jobs at the next expansion !".
What everyone will be if this is a thing in the future : "Uh, you are cutting new content AGAIN ? With all the money you are making ?" XD
I think eventually there will be too many jobs in the game to balance and make weapons for. Maybe not next expansion, but I can see soon there only being one job per expansion or none, in lieu of a new feature altogether. I think they should work on reworking jobs to make them feel fresher, for example samurai right now is in a really cluttered state in my opinion and should be reworked.
I think a cool idea would be having job "awakenings" like, they use the same weapon but there is a split tree or specialization where their playstyle and skills change to fit a new theme. And you could choose to play this new specialization or the job like it was before, both would be viable.
I don't want new jobs, I'm completely fine with the options we have.
I think a 4th healer was necessary for balance but as much as enjoyed Reaper from the short time I played it, we could've easily done without a new melee.
But with AST Sects it was only a matter of time until they'd realize that it's a nightmare to balance. They tried and failed for 6 years, adding a 4th healer that falls into one category while permanently making AST into the other one was the best solution, personal feelings aside.
The phys ranged we got with ShB filled a nice niche as a single target supporter, casters already offer great options. GNB was a nice addition for a straightforward but busy tank.
I think we have all we need.
Not all we could have but all we need so each role offers enough choices depending on gameplay and class fantasy preferences and that is an ideal point for me to stop making new classes.
I'd prefer if the resources they don't need for thnking up and designing new classes will instead go into polishing existing classes. Dealing with button bloat, coming up with more creative ways to expand classes beyond "2 upgrades and one trait", adding synergies. They did a fantastic job with BLM: the addition of High Fire/ High Blizzard isn't just an upgrade, it's something that signifcantly changes the aoe rotation, Paradox is an addition that actually changes ST gameplay a fair bit aswell.
And I'm convinced they can come up with more ideas, they are creative. But they also have limited resources and I'd prefer to see these resources spend on polishing rather than throwing out watered down new shinies for the sake of more shinies. We already have so many choices and most people don't play more than 1-2 except to level them (if even that) or occasionaly cheese queue times.
I'm fine with it if they add more depth to the current ones like SMN
As long as the game remains profitable and they keep churning out expansions, they will probably continue to make new jobs since they are a major selling point.
As far as I'm concerned, even if they did decide to not release new jobs next expansion, that doesn't necessarily mean they would issues with certain jobs and or roles. And if they do address these issues, that doesn't mean they'll do it in a way that is satisfactory or practical.
As long as new shiny DPS jobs hype up an expansion, they'll at the very minimum add a new job.
They could go without them of course but I think that having more choices is something they like doing especially with a large causal audience.
Perhaps they'll just add dps jobs since those seem to be easy for them to add.
And going without adding new jobs won't suddenly fix the job balance or issues they currently face.
Adding jobs or no, the dev team is just out of creative juice to think out the box and it's showing. Deleting the workload of adding a new job would probably end up not changing anything.
Remember that they said that every patch would bring only one new dungeons? Besides the nicer designed dungeons, it doesnt really feel like they used the freed up to give us anything new. Same with new deep dungeons being cut with nothing to really show..
I wonder if they would take existing jobs and either make an additional job on top of it (similar to class > job) so conjurer> white mage> geomancer for example. Something maybe for past level 99. They should also get rid of inventory job stones to free up space if they do this.
I disagree.
We need another ranged physical dps.
Personally, I'd be fine with no jobs next expansion if it meant other areas in the game would be worked on
Objectively though...if you don't have something that can generate marketing hype like jobs can, you should stay on the safe side and develop at least 1 job.
Not designing new content is never a guarantee that they'll use these resources for current content instead. Nor is designing new content a guarantee that it will be well-received. It's a two-way street.
However their resources are limited. That's a simple fact. And it's infinitely harder to design new classes and looking at current classes with those limited resources than focusing on one over the other.
There's never a guarantee that you'll like what they do but if that is the reason for not wanting them to do something, they might aswell do nothing.
I would prefer 7.0 be a new engine graphics overhaul with minimal new content, but that that opinions tends to upset people. They want content and a new engine.
That was my first thought when I read the first reply of "being fine" with it.
"I'm fine with no new jobs so they can focus on improving the existing ones"
Ummm where did I hear that before...?
"I'm fine with 1 dungeon per patch if that means they can make better and varied content" didn't exactly pay off.
You do realize that some people are looking forward to new jobs in new expansions, some want new races, and some look for new abilities cause they like new powers. Not to be rude but when new expansions don't have anything it starts to turn the game stale and old. Last thing I want for FFXIV is it getting old, boring, and stale like World of Warcraft cause the devs are too lazy and literally keep, almost the same abilities for 2 expansions in a row.
We should have only 1 new job. Only one, so it's easier for them to manage, and gives dev time for them to rework jobs that need it...like DRK and SCH.
Personally, I'd actually be okay with 7.0 being something of a "mini-expansion." 1 new job and a shortened release/story cycle with fewer new zones, but with much more attention paid to updating/reworking existing jobs, updating some old systems, completely pruning other old systems, cosmetic and inventory systems overhauls, maybe even another pass at the housing system, etc. And then use the extra time and resources to go huge in 8.0 with a proper engine upgrade and visual update.
I want 2 new jobs, one healer and one tank, Both focused on DPS to balance the rest that are there.
Throughout the expansion I want two new limited jobs focused on parts of dead content e.g. Beastmaster (Beast tribes), Gambler (Gold Saucer) or Puppetmaster(Pet with Lifeskill craft components from old dungeons)
If not, I will not be happy.
I'd like to see something use scouting gear. Even if it's only a 1 job expansion, there's a very good case for -something- to use scouting gear other than ninja.
Where we are with healers and tanks is fine. The effort that could have been spent on a second job could instead be spent on refreshing as many jobs as possible that we already have.
Nope, YoshiP said never again after they introduced arcanist to scholar+summoner in ARR. It caused them so much grief for the longest. Everything is a flat-new job.
Classes are still there because it's hell lot of work to pull them completely out of the game and they have better things than go back for esthetics and re-do something for the sake of it.
Ninja is the only job that interests me, fits my style. So I won't be bothered if they don't add a new job.
From my perspective, we see than an enhance version of some classes are phenomenal. One of them is BLM. They introduce new tools that round out both single and AOE rotation. With the new 2 charge triple cast, I never felt this much mobile. They did move forward with positive enhancement. Sadly, some other classes, like DRK and AST, that has new buttons only to introduce bloat.
Some things are more clear: any enhance and empowerment of your character feels so satisfy to use; such as reaper possession rotation with cool animation. MNK kit is somewhat like old AST divination but with no rng. Consolidation button and priority system on SMN(which plays like BLM too since we can control when to dispair to fit rotation better when misalign) and brd new buffs, we are moving forward with positive notes. Hopefully they notice we do appreciate them when they round out as such.
Introducing new scouting may break the scouting itself. As of now, RPR has both elements of old MNK and old DRG but with a bit of twist. For a while, they make MNK hitting slower with higher potency. DRG on the other hand had a debuff that buff range. So the combination of two sort of fitting the old niche that may fit some who want classes that hit slow but really hard. Granted RPR does go faster during possession rotation but it still has the slow, cooldown phase.
Going back to new scout, it needs to bring something newer or at least to bring some old element that everyone likes for scouters. For now, we all know nin brings trick attack which fits and satisfy majority of players. It saturate as of moment.
You are right and I too believe we will never hit 100% satisfaction but much appreciate it if we ever hit it. We have to give them applause for the things that we believe they did right and have a constructive criticism regarding classes that may be clunky. We cannot stop the "not so mindful" and petty complain but we can always be the one who provide them, hopefully, useful information for future plans.
Mechanically and balance wise I believe they've done an incredible job so far. If I have any complaints they're reserved for both DRK and SCH, who feel like they could use reworks at this point to shore up some issues they have. Too many to list for DRK, but SCH needs to have Aetherflow dropped and exclusively use the Fairy Gauge for paying for its moves. Make the fairy automatically upgrade to Seraph at 80, have Fey Union give the fairy a small healing buff while forcing them to focus target one ally for healing for X amount of seconds, turn Dissipation into the gauge dumping move.
You are right and I agree to some degree. I like the SHB DRK, from my humble opinion, but I think they might move a little too far for number of OGCDs. They can always improve some of them like the new Salted Earth explode on its own if we forget to press, Bloodweapon to 5 stacks.
Shadowbringer is a niche skill but it doesnt bother me. Let say they to delete it and add an enhance edge OGCD, it may satisfy more players actually. What makes some other tanks feel better is their loving CD gets better. For example, GNB heart of stone is amazing for what it is. With the buff in EW, the amazing just got better. Not only it mitigate but it also auto heal on specific heath or heal on expire. PLD enhance sheltron heals and also heals on spell rotation. These kind of enhancement actually feels good to use. It's encourage you to use it correctly.
Currently drk had an oblation that feels meh. It's decent but not blown away. TBN on the other hand gets no change and still tie to dps loss if doesnt break. So, for argument sake, it looks bland compare to other tank.
ahahhaha push back on a drill. You sure knows a hot take. Not what I would suggest for but understandable for flavor though you may had a nightmare to drill on small platform fight. They make RDM melee counterpart to the flip backward melee same potency for a reason, so the flipping out part just for positioning or style now. Since range players sometime force to fight from a far, push backward me kick them off map or hit the dead wall.
True, expectation standard for ffxiv are increasing and I agree, to some degree too. A good story doesnt compensate lack of gameplay. We see them moving to better normal fight. It's getting more challenge and good mechs but still manageable. We have to applause them for that. Extreme, savage, and ultimate still holds it weight.
You do also realize that I understand the value of new jobs hence I wrote "just one". Also, I do not think you're rude to me with your comment :).
Back on topic: I wouldn't call them just because they dont release a new class. I think that's going a bit too far. The dev never fail me and I don't think they're going to fail me anytime soon.
I never play wow so I can't comment on that.
You wouldn't have to feel this way if they knew how to balance jobs.
People would be fine with no new jobs and other areas having content cut If they could see where the resources went which as we seen in shb and ew, is not the case. So stuff is being cut but nothing replacing it.
At the very least, they could do with a shift in job design philosphy away from braindead simplification and homogenisation
The problem isn't lack of resources to design jobs to be fun, its lack of care for anything thats not a caster or melee dps.
I would love for them to stop that psychotic degree of balancing and focus on making jobs fun and unique again. Too many jobs in the same role play too similarly and job synergy is pretty much gone apart from the usual yet very boring [increase DPS by X%].
It's too predictable and ultimately boring for me personally. Job design used to be way more fun in my humble opinion.
Have you never played a job based Final Fantasy before? We aren't even 60% through the rotation yet lol.
Jobs as has been demonstrated aren't just built around "Roles" in the party, but sometimes narratives, cultures, themes, which are then assigned a role and thus built to suit that role as an afterthought.
Example: Ninja, is a good example and a bad example of this. If Ninja was introduced later in the development cycle say around heavenward release it's likely that it wouldn't have thief a prerequisite class/job. Yet there is some traditional symbolism there, in that previous installments had thief characters usually evolve into Ninjas, not only in FF but in other similar games as well. Yet what of other cultures in Eorzea that would have had need of ninja-like professions but aren't Japanese inspired? Surely, they wouldn't have just developed the same exact name and skill set. Enter the Assassin job, a job that has lore in previous FF installments namely FFT and FFT Advanced.
Already I could think of a number of differences based on the play style. Ninja focuses
on the use of elemental mudra spells, and quick melee combos. Where as an Assassin would rely more on a wide variety of poisons (DoTs) as well as other debuffs, melee combos that are a bit slower but hit much harder similar to a dragoon.
What of concepts that have already had their groundwork laid out? Such as Geomancer, which has had possibly some of its storied tied into AST and thus could likely be another type of Healer.
Also, job additions don't actually hurt the game. A new DPS doesn't make more work for the healers, or the tanks, nor vice versa. The armor system in the game is such, it doesn't require new or more work for the art/design team as outside of relic armor every job uses equipment based on similarities between their roles/jobs. Even if the job number bloated up more, just like how they did in previous patches, more jobs would become grouped together when it comes to equipment. You've seen it happen already, in the earlier parts of the game there were two armor types Disciples of War and Magic. Then it started to branch out to specialized sets. Using the previous examples Ninja isn't sharing right now so Assassin would obviously fit well there. Geomancer is a healer, healer armor sets would suit it.
Also, look at the success of new jobs every expansion. No one was NOT hyped for new jobs in any previous expansion, you might as well be saying, "Please curb your success so that players can be disappointed MOAR."