And you realize all the high-end content happens between the couple year period between expansions, which is the bulk of the game's life cycle and during which job engagement is a much more important factor than the few weeks when everyone is playing MSQ? We aren't even 6.2 yet, there's literally no worse time to start taking parts out of the engine on a vague promise you'll get something working in 7.0.
And the right time to unveil that is when you actually have something to show for it, not incremental unfinished ideas you refuse to explain even out of the game. Right now we have seen nothing better.Quote:
Design philosophies change, new ideas come up, and better ways of handling things are a part of those new ideas.
Speaking of being willing to change design philosophies, maybe it's time to rethink the mandatory 2-extra button per expansion one? Not that every single job really had that many in 7.0 either. Dragoon for one. You can just update buttons to fancier animations and tune some quality of life stuff if there's actually nothing to fix about a job. Look at what 82-90 actually entails, "room for 5 new features" is a huge misdirect on your part - the only actual thing that even theoretically needed squeezing was Wyrmwind.Quote:
In the next expansion you know for sure 10 more levels of leveling are coming and in those 10 levels they will likely squeeze in 5 new features with perhaps 2 of them being new buttons, and the other 3 being traits that upgrade existing buttons. This is just the ff14 formula now.
You could easily make the level 100 capstone ability just a combo move after Stardiver or Dragonfire, change fundamentally nothing about the rotation and no-one would complain. We didn't last time.
