you must not want new expansion to sell, no new jobs means no sales.
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you must not want new expansion to sell, no new jobs means no sales.
There is a business side to video games. Some things are sure sellers. You can monetize them, such as new jobs.
That is pretty much the gist of it.
Telling mmo fans they don't need new jobs is like telling fighting game fans they don't need anymore new characters. Or 2k fans they don't need anymore players added. Those Fighter Z and MK11 DLCs sell pretty well I heard.
The thing is, new jobs are always requested because in XIV, jobs aren't really customizable.
Every RDM plays the same, having to follow the exact same rotation, visuals, etc. Same for all the jobs... A bit lesser degree on healers since they are more reactive to other factors.
Plus, Jobs have always been a huge selling point for most of FF titles, even when they were unnamed, but they were there. It is something to hype on every expansion.
Back when we had distinct playstyles for all the roles I used to consider each different Job a "spec" of that role.
For Example (Tanks):
PLD: Was the passive mitigation tank with lots of CD's
WAR: Was the DPS spec tank that was able to do good damage
DRK: Was the active mitigation tank. They [DARK ARTS] just [DARK ARTS] took [DARK ARTS] it [DARK ARTS] too [DARK ARTS] far [DARK ARTS] .
Healers?:
WHM: Regen healer, pure healing. Decent DPS
SCH: Shield healer, more dps oriented
AST: Either, Buffer of the group. Group oriented
But now all that skill and originality has gone away due to homogenization and "accessibility".
This is a really bad example because WoW has 3 specialisations per class. So basically there's 3 classes per class in WoW. They copped a lot of criticism for specialisations feeling like completely new classes instead of being a specialisation of a class.
So if you want to heal you can play Mistweaver monk, Restoration Shaman, Restoration Druid, Holy Paladin, Holy Priest, or Discipline Priest.
6 healing specs all of them incredibly varied. Discipline priest heals by doing damage, holy paladin is great at healing a tank not so good for raidwide heals, mistweaver monk has the healing over time thing.
Same with tanks, Brewmaster Monk, Blood Death Knight, Protection Warrior, Protection Paladin, Vengeance Demon Hunter, Guardian Druid.
6 tanks.
The fact that they have troubles balancing old jobs doesn't mean we can't get more new jobs. They just need to put some more effort and stop ignoring reasonable feedback.
A number of FF titles had numerous jobs as a core mechanic. Adding more jobs is essentially adding to the job/armory system. The cause of the complaints about jobs within the same role feeling so similar is less so much the job design and more caused by the way they've dumbed the game down when compared to other FF titles. Elemental resistances pretty much dont exist now. Damage type resistances also pretty much dont exist in this game. Gear selection dumbed down to being nothing more than just get bigger number in this substat. I mean... we're killing fire elementals with fire damage, easily stabbing flan and slime type monsters to death with knives, spears, and arrows, we could steal HP from undead enemies, the list goes on for stuff that wouldnt really work well if at all in just about any other FF title.
Then there was caving to all the thread of people saying "X job has this. I want it too".
As far as jobs for the next expansion. IMO I feel like 1 needs to be a healer. Personally I think I would go the route of making 1 healer, 1 tank, and then 2 new DPS. The 2 new DPS being 1 job that would share medium armor with DRG and another that shared with NIN as those 2 DPS jobs pretty much have armor sets all to themselves while everyone else has to share...