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Originally Posted by
loreleidiangelo
I find your analysis of class composition flawed. XIV's design structure is really rigid and has found the developers painting themselves into a corner more often than I can count. Raids will always have:
-2 tanks, a "main" tank with superior mitigative abilities, and an "off-tank" with adequate mitigative capabilities but consequential DPS when not tanking
-2 healers, one of which will be a burst/reactive healer and the other of which will be a shield/mitigative healer and will also be judged by their DPS contributions when not healing
-2 melee DPS, whichever ones get boned the least by mechanics and have the best damage output
-a magical ranged DPS, see my melee DPS comment above
-a physical ranged DPS, brought for their resource regenerative capabilties and because they don't compete with other DPS drops (imagine if NIN and BRD/MCH shared all gear, not just accessories lol)
I can't upvote this enough.
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I find that WoW's class system, with things like Druids and Death Knights bringing battle rez, any Shaman bringing Bloodlust (whether heals or DPS), Druids bringing Innervate, Holy Priests bringing an AOE Innervate, mages bringing MP-restoring food, Warlocks bringing their "get out mechanics free" movement portal and a re-raise via Soulstones, as well as a myriad of other utilities I'm forgetting to list here, means that each class actually brings far more to a raid than just damage.
The thing to really stress here is that a raid's success rarely hinges on the utility classes bring. I think the only time utility was notably abused was in Blackrock Descent with raids stacking druids for battle rezzes. Sure, you can bring up stuff like Bloodlust/Heroism, but the devs eventually got to distributing it to other classes/specs so that Shaman don't have a monopoly on a single and very powerful raid cooldown (mages can
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Compared to XIV, where we have Dragon Kick (which is basically Virus, which is basically Storm's Path, which is basically that one DRK move...yes, these moves all stack, but the fact remains that the ability is RIDICULOUSLY homogenized across several jobs) vs Battle Litany (a move no other class has) vs Trick Attack (which is fairly homogenized with MCH's Hypercharge/BRD's Foe's at least for casters); healers all have a raise, they all have a way to instantly cast that raise, and AST was basically designed around emulating WHM and SCH as much as possible because the devs couldn't figure out any other way to make them fit in with the current healing meta and raid design. All tanks have a "get out of death free" card, all physical DPS get to cross-class Invigorate, and all casters will get to cross-class THM for Swiftcast. It's so weird that you think that classes in XIV are really unique and varied, when in reality there's a crapton of overlap in pretty much everyone's toolkit, because the devs are afraid of shaking up the balance tree.
Some of this can be blamed on thematics. I got shot down during 1.2x for daring to suggest Hallowed Ground/Invincible be removed or nerfed because PLD having an invincibility forces EVERY tank to have an invincibility to compete. That's a huge problem design-wise. I have a similar issue with Swiftcast because it's become a necessity for all casters (for the WoW comparison, only Arcane Mages have access to Swiftcast/Presence of Mind; every other caster just has to eat their cast times and like it but also have more instant-cast spells and things like procs/mechanics that reduce/remove cast times).