Dear Respected Forum Master / Webmaster,
As with the previous posts in this letter series, would you please kindly forward this letter to Yoshi-P and the job design team?
Thank you very much for your help.
Sincerely,
Aurelle
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Dear Yoshi-P and the Final Fantasy XIV development team,
As with previous letters in this series, I hope that these letters can not only serve as feedback of my own, but also help my fellow players to give their feedback with a better understanding of the game. Accordingly, please pardon me for explaining some things you already know for the sake of my fellow players.
Before we begin analyzing the balance problem of difficulty among the magical ranged DPS, let us remind ourselves why we care about balance in the first place. We care about balance because imbalance produces barriers to enjoyment. Seeing the job you want to play locked out of a Party Finder listing is not fun. Seeing someone leave a party quickly, and wondering if your job had something to do with it, is not fun. Feeling discouraged from playing the job you would most enjoy playing, because it would somehow bring less to the party than another job in its role, is not fun. But balance does not itself create enjoyment, only allow the good of the jobs and the duties to shine through. The underlying job and duty designs must be fun to play, or balance is pointless.
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The Current System
To properly describe the current situation, I must first make it clear that a job's difficulty cannot adequately be described by a single value. We must distinguish between the minimum competence that the player must have in order to be effective with the job - that is, the "skill floor" - and the maximum skill that the player can cultivate via the job - that is, the "skill ceiling". Further, the skill floor is not a property of the job alone, but of the job combined with the duty and the party's equipment. (Clearly it is easier to perform adequately with a given job in Sastasha, and thus complete the duty, than it is to do the same in an Ultimate.) The skill ceiling can in effect be a property of the job alone, if the job provides systems that allow applying great skill to any duty, but in the absence of such job systems it becomes duty-dependent, with the job often merely being a means to enter the duty and cultivate skill upon the duty mechanics.
Therefore, even if we are to compress all the different skills that are relevant to playing a job together, we must use curves to adequately describe a job's difficulty. (Any readers comfortable with three-dimensional visualization may want to visualize these curves by placing the duty and the equipment on separate axes.) In the case where the skill ceiling is a property of the job alone, we can use a single curve, tracing how its skill floor changes with gradually more difficult combinations of duty and equipment before tracing any additional steps to the skill ceiling. Otherwise, we must use two curves, one for the skill floor over all combinations of duty and equipment, and another for the skill ceiling.
However, it can be necessary to compare across cases, or useful to treat a two-curve job as if it has one curve for some specific analysis. When this is needed, we compare skill floor to skill floor, and skill ceiling to skill ceiling. Which is being discussed is usually clear from context, but defaults to the skill floor.
(Observe that we could treat all jobs as having two difficulty curves, and simply have the skill ceiling curve be flat for jobs where it is independent of the duty. But while that formulation is more mathematically elegant, it is usually less illustrative of gameplay experience, which is what we are here to investigate.)
From these curves, we may then describe the "skill range" of a combination of job, duty, and equipment, from the skill floor of that combination to the applicable skill ceiling. This concept is useful because it directly matches the skill range of players that can enjoy that combination unhindered - those players below it will find themselves persistently unable to complete the duty and thus give up, while those players above it will find that the combination is persistently unable to occupy their attention and thus get bored. Even if a player chooses to tolerate the boredom, it is still a hindrance and deterrent.
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With this in mind, what are the current difficulty curves of the magical ranged DPS?
BLM's difficulty curve begins with a hurdle that some beginner players struggle with - the player must frequently stand still in order to cast any spells, especially since at low character levels BLM does not yet have its instant-cast spells and tools to negate cast times. However, once past that starting point, BLM has a rising difficulty curve from both duty mechanics and job systems, with an extremely high skill ceiling. Even high-end duties can be completed with the conceptually simple "standard rotation" performed well - much of BLM's skill floor in a given duty lies in planning its unique movement style around the duty so as to both perform the duty's mechanics and maintain constant usage of the Global Cooldown - but players who seek additional challenge can take up the seemingly endless pursuit of optimization via nonstandard lines.
(Yes, limited mobility is one way that a job can be difficult. I separate their discussions because it is not the only way a job can be difficult.)
RDM's difficulty curve presents less of this initial hurdle, as having Dualcast at all character levels produces movement opportunities that are clear to a beginner player. Yet RDM also has a rising difficulty curve from both duty mechanics and job systems, and also has a high skill ceiling. Extended periods of movement while constantly using the Global Cooldown are only available via the melee combo (or in dire situations Reprise), thus requiring planning in high-end duties. The higher the DPS requirement of the duty, the more the RDM player must consider not only their movement but their Manafication timings, the timing of Dualcast triggers to provide opportunities to use Fleche and Contre Sixte as soon as possible ("GCD polarity"), their mana balance for the efficient use of guaranteed Verfire Ready and Verstone Ready buffs, ...
SMN's difficulty curve starts very low, but more importantly, it rises almost entirely from duty mechanics, with essentially no contribution from job systems. As the duty mechanics are not suddenly harder on SMN, this results in an easier experience for a player on SMN than on any other magical ranged DPS - or in many ways, than on any other battle job. Not only is it much easier to complete a duty on SMN, but the disparity between it and the other jobs grows greater the more difficult the duty becomes. SMN is a two-curve job with the skill ceiling curve tightly following the skill floor curve, making it unambiguously easier than BLM and RDM.
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So why should a magical ranged DPS player choose to play BLM or RDM instead, and why should their prospective teammates accept that choice?
It is as you said yourself when explaining the boss HP adjustments to Abyssos: The Eighth Circle (Savage) (P8S):
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When balancing jobs, each job's base damage numbers at the applicable item level are adjusted with respect to the difficulty of playing that particular job and its rotation, as well as its support actions and their effects.
Not only do jobs have their damage output reduced based on having non-damage capabilities such as raising, but also for their ease of play. This we could call an "ease tax" upon SMN, or equivalently a "skill bonus" for playing BLM or RDM instead and successfully taking on the difficulty of playing them well.
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The Problem
By granting this "skill bonus", you avoid the problem that World of Warcraft encountered with their Cataclysm expansion, where a philosophy of not rewarding players for choosing specific classes combined with the increasing complexity of their Warlock class to be a key reason for the class' loss of enjoyment - as discussed by one of their player analysts, Cynwise, in a post series. From the post that gave his series its name:
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The prevailing design direction is that the Simplicity Tax, much like the Hybrid Tax, is gone.
Yet, the complaint remains: it is no fun to do more work for equal performance and rewards than someone else.
In theory, the skill bonus for playing a more difficult job well should serve as greater performance that allows the job to be fun for that player, as well as appealing to their teammates. But it is essential to set the value of the skill bonus precisely. Just between BLM and SMN, if you make BLM's skill bonus too small, players will prefer that their teammates be on SMN instead, while if you make BLM's skill bonus too large, players will prefer that their teammates be on BLM rather than SMN. (And indeed, there have been strong preferences one way or the other all expansion.) More broadly, any skill bonus that is too small will push players away from accepting that job from their teammates, and any skill bonus that is too large will push players away from accepting other jobs from their teammates. So what value should the skill bonus have for each job?
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Suppose first that the players are attempting a duty where the damage output requirement is tight, leaving them little room for error given their equipment, just as you described designing for when explaining the adjustments to P8S:
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If we were to ship content with the same values which challenged our battle team, the top raiders would be deprived of that by-the-skin-of-your-teeth victory in the initial week of release.
In such cases, there is very little room to apply a skill bonus. Any skill bonus greater than the leeway between the players' maximum potential in the duty and the duty's damage output requirement is unworkable. If the harder job is taken as a baseline and the easier job is taxed, then parties cannot complete the duty with the easier job and so players will exclude that easier job when seeking teammates, as you mentioned. But if the easier job is taken as a baseline and the harder job is awarded extra damage output beyond that needed, that same extra damage output dwarfs the intended leeway and removes the thrill of victory, which defeats the purpose of the design. It may even allow players to complete the duty with Damage Downs or KOs.
Even a skill bonus that is smaller than the intended leeway will cause the same issues if it is possible for job selections across multiple party slots to create a standard party composition that is unable to complete the duty or does not produce that thrill - no matter the reason for the damage output differences. But if you make your skill bonus too small in an absolute sense, players will want their teammates to take the easier job, regardless of the fact that you have no room for a large skill bonus. So I must conclude that a skill bonus cannot function in these cases, as there is no room for it to function.
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Now suppose that the players have slightly greater leeway, whether by attempting an easier duty, having better equipment, or the rare adjustment to the duty. In such cases, greater damage output remains useful to the party, as it enables the party to meet the damage output requirement on pulls that have mistakes such as lost uptime, KOs, or Damage Downs. Players can weigh this against the lower chance of a mistake from a player being on an easier job, which suggests that a skill bonus may work. However, not only are these cases fleeting by design, they are fraught with interference from other reasons that one job might have greater damage output than another, and from whether the player potentially on an easier job was likely to make mistakes in the first place. (A player taking an easier or harder job in order to compensate for a different player's likelihood of making mistakes is a recipe for resentment!)
As it stands, the incentives for a party are to select for / demand high damage jobs in all other roles (where players cannot trade between damage and ease, or trade damage for other desirable utilities such as access to raise), use that greater damage output to trade for ease by having the magical ranged DPS player on SMN, and then maximize their ability to reduce mistakes from that ease by having the SMN player do callouts and/or duty analysis for the party. (It is no accident that the world race teams tend to generate leeway by funnelling raid loot and buffs to one DPS, and then do exactly this unless their magical ranged DPS player is extremely dedicated to another job and they really want that player. World progression encourages taking every advantage, so players pursuing it are very aware of the implicit incentives presented by the game design.) Even in Raid Finder, a player with lots of spare attention and APM can do callouts via party chat macros, and SMN's sparse hotbars have plenty of room for such.
And if players were able to trade between damage and ease on all roles? Then there would be huge variation in damage output between the easiest and hardest standard party compositions, making the damage output requirement tight or even impossible for the easiest standard party composition while simultaneously quite lenient for the hardest standard party compositions. Not only would this be a mess for predicting how players will experience the damage output requirement of a given duty on a given week of the tier, and prevent the tight balancing of Ultimates entirely, but it would create endless friction within the party from debates of who brings the most benefit to the party by being on an easy (or hard) job. Raid Finder groups would rapidly disband any party composition found "too easy" or "too hard", Party Finder would be full of players excluding jobs they perceived to not work well with their own job, and any group with the players already together would be prone to players pressuring each other to switch jobs. That would not be an improvement!
So I must conclude that a skill bonus cannot function in these cases either, as the prospective room for it to function is a shared resource across the whole party, and fought over by the different party slots to produce strong preferences about one's teammates' jobs regardless.
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Now suppose that the players have even greater leeway, such that they are comfortably able to meet the damage output requirement of the duty without worry about mistakes making them unable to do so. As I explained in my previous post on mobility, in such cases further damage output is of greatly variable value to the party, from nearly useless to extremely valuable. Does the value of what a player gets from their teammate being on an easier job vary in the same way?
Well, what does a player get from their teammate being on an easier job? A teammate on an easier job does not need to spend as much attention on their job systems to perform their job adequately for the duty, leaving them more attention to spend on the duty mechanics, which makes them less likely to make mistakes on those duty mechanics. This means fewer mistakes from the party as a whole, and fewer opportunities for those mistakes to cascade into party KOs. Therefore, what a player gets from their teammate being on an easier job is greater consistency of the party as a whole, even if the party operates without callouts.
And party consistency is always valuable, even if not quite the same value, so long as the party is experiencing any challenge. (In fact, if the party is already so consistent that they have little room for improvement in how likely a given pull is to result in a duty completion, that is a strong sign that they are not experiencing any challenge from the duty!) For party consistency not to be valuable, the players would have to have no need to worry about mistakes, either because they are exceedingly unlikely to make any mistakes or because they expect any plausible combination of mistakes to be recoverable - and that is the realm of especially generous regular duties, not high-end duties! Even speedkillers who are willing to spend many hours on getting the perfect pull would prefer to accomplish that in less time by losing fewer pulls to mistakes.
You cannot set an "exchange rate" between damage output and party consistency when the value of damage output varies so much and the value of party consistency varies so little. Any single exchange rate would either create a common preference for greater damage output, a common preference for greater party consistency, or make both sets of preferences common at once depending on the goal of the specific party. And without such an exchange rate, it is impossible to set a value for a skill bonus between two jobs. So I must conclude that a skill bonus cannot function in these cases either.
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Not one of these cases allows a skill bonus to produce balance between an easier job and a harder job in the same role on the same duty. This is why the Anabaseios approach of more lenient damage output requirements and more demanding duty mechanics did not help the imbalance between magical ranged DPS; it merely moved the starting point of the tier into another case where a skill bonus cannot work, while making party consistency all the more valuable. It is not possible to make a skill bonus work by planning out the combination of duty and equipment to remain in a specific case, because none of the cases work in the first place.
This leads to a further observation: Having to spend less attention on one's job continues to make one more consistent even past the point where the combination of job, duty, and equipment becomes boring. Therefore, every player has an implicit incentive to make their teammates bored in order to make them more consistent. The only way to prevent players from acting upon this incentive is not to give them the option. Making a "too easy" party composition have insufficient damage output to complete the duty is merely another way of not giving players the option, and a messy one at that.
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But this is not the only problem with the idea of balancing jobs of different difficulty curves with a skill bonus.
My apologies, but to properly explain this issue, I must make a brief detour to psychology. In particular, I must explain Brehm's motivational intensity theory, which has not only been tested in video games and held up, but overall has been replicated so extensively that Richter, Gendolla, and Wright's summary paper had to direct readers to narrower summary papers. For brevity and clarity despite machine translation, I will explain only the points of the theory that relate to the question of balance at hand, and I will explain via example.
Suppose a player is considering a goal with a fixed difficulty, such as completing a dungeon. If they had to do something ridiculous to accomplish that goal, like find three other people and teach them the game in order to have party members, the player would almost certainly reject that goal and find something else to do with their time. Likewise if they had to do something blatantly impossible. This illustrates that they have a maximum amount of effort that they find worth it or possible, which we call their "potential motivation" in the context of that goal.
However, even if the player can complete the dungeon within their potential motivation, that does not mean that they will put forth that maximum amount of effort - they may be willing to spend an hour in the instance, but if the party completes the dungeon in twenty minutes, they will not then spend the remaining forty minutes in the same instance pressing their buttons with no targets. (They may well spend it in the same instance exploring the environment, but that is a new goal.) Rather, they will put forth the minimum amount of effort needed to accomplish the goal, and no more than that.
This theory makes intuitive sense from the perspective of conserving energy. A rice farmer who insists upon moving to a desert and constructing new rice paddies there will probably produce no rice and starve. A rice farmer who insists on hauling their harvest back and forth for no reason, not even physical training, will not put themselves in a good position either. The many experiments confirming the theory show that it is very much correct - conserving energy in this way is an evolved imperative of the human brain, and games for humans must bend to it.
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But what does this mean for job balance?
Well, just as a job's difficulty depends on the duty the player is undertaking, a duty's difficulty depends on the job the player is using to attempt it. So while the difficulty of each duty is fixed from the player's perspective, it is fixed at the lowest difficulty obtainable via the choices of job and equipment available to that player, and they will put in effort accordingly. (Of course, the difficulty of each duty is not fixed from your perspective as a developer; it arises from the choices you make in designing the game!) So let us take the duty as given - any duty, from a guildhest to an Ultimate - and consider the jobs available to the player.
If each job produces a similar skill floor in that duty while equally equipped, and player perceptions of these skill floors are accurate, all is well. When the player considers entering the duty with each job, they will not perceive any job choice as a waste of effort, and will choose freely based on their personal preferences. (You cannot get it perfectly even, as differences between humans make individual variations in personal difficulty. Someone who struggles with randomness will find DNC harder than MCH. This is a normal and unavoidable part of personal preference when designing for even a moderately sized audience.) That is, they are free to have fun.
But currently, different jobs produce quite different skill floors in the same duty while equally equipped. The skill floor to complete a duty at all is the skill floor to complete it on SMN, and players correctly perceive playing any other job as substantially more effort regardless of the skill bonus. Which means the imperative to conserve energy activates and creates a mental barrier to playing any other job, even if the player would have more fun putting in that effort on another job - even if they would not have any fun on SMN at all! Just because a player chooses to play SMN now, that does not mean they actually want to be playing an easy job or SMN specifically; they may very well have more fun in a world where SMN has a similar difficulty curve to the other jobs. In this world, they are not free to have fun.
(Player perception of quite different skill floors can also deter players from trying the seemingly harder job, but then you must fix the perception, not the reality!)
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Why then, does RDM not create the same barriers to playing BLM, or WHM create the same barriers to playing AST? Because often players are working towards more than one goal at once - not just completing the duty, or completing the duty on a specific role, but enjoying a specific job fantasy or style of challenge. These internal motivations to play a specific job are often easily drowned out, especially in high-end duties where the player's ability to complete the duty at all within their potential motivation may be in question. But when a player is under low pressure in regular duties, these internal motivations give you a little room to have some jobs be easier to pick up than others.
(There are also rare players good enough to be under low pressure even in high-end duties. When they are not pressured by some greater context such as tight progression deadlines or speedrunning, their internal motivations also give you a little room to have some jobs have higher skill ceilings than others.)
Not much room, be careful! RDM is easier to pick up than BLM for a beginner to the magical ranged DPS role who does not yet know how to find opportunities to stand still, but even in current expansion dungeons both jobs require that skill. WHM is easier to pick up than AST for a beginner to the regen healer role, as the actions are more straightforward in what they do; but as much as players may call WHM "the easy healer", both require similar amounts of planning to heal a given duty once the player understands their job actions. And even then, a player who wants to play AST but worries about their healing skill will likely try WHM first, learn foundational skills, and then switch to AST and put in the extra effort to throw cards.
(This pursuit of multiple goals is also why single-player games can safely have multiple difficulties including a story mode, so long as they are clear about it. Players correctly perceive the story mode as setting the minimum effort to experience the story, and the additional effort to play a higher difficulty as put towards other goals such as the satisfaction of beating that difficulty. But in Final Fantasy XIV, all the game systems tell us that playing SMN is just as much of an accomplishment and gets just as much reward as any other job, even though it is unambiguously "easy mode" when inspecting difficulty curves. The game is not structured to recognize and reward some jobs as more difficult than others - what are you going to do, put SMN in a new category of limited jobs that is barred from all high-end duties? That would be a violation of the implicit "choose your job without worrying about whether it can do content" intention.)
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For a player who purely wants to throw fireballs, yes, the existence of SMN is meaningless to them and they are only interested in BLM. But this is extremely rare - most players have at least a little interest in goals that are available by playing SMN, such as completing duties, experiencing the game's story, and getting loot from duties. And for those goals, there is always a nagging awareness that they could be accomplished more easily by playing SMN. Even if a player pushes through the mental barrier and selects another job, that awareness still results in frustration and resentment, just as players of Deus Ex: Human Revolution found from the ventilation system constantly offering them an easy path. It poisons the enjoyment they could otherwise have gained from the job they chose to play.
So for the vast majority of players, the very existence of SMN in its current state makes RDM and BLM - and to a lesser extent, every other job in the game - less fun. It is literally a harmful option.
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The Possible Solutions
Let us first lay out all the mathematically possible solutions we can think of, before we worry about which ones are good. In the next section, we will worry about which ones are good.
All possible solutions consist of ensuring that all jobs in a role have similar skill floor difficulty curves over high-end duties and the equipment available while those duties are current, so that no skill bonus is necessary in the first place. Regular duties can have some divergence in difficulty curves when picking up jobs, but the gap should close by the casual endgame and must close before entering high-end duties. However, there is great freedom on:
- What shape the underlying "role difficulty curve" and "overall difficulty curve" should take - could be all easy, could be all hard, what rate of change between duties, what rate of change from equipment;
- How much of that difficulty should come from the jobs, how much should come from the duties, and how much from the party's equipment; and
- How the skill ceiling curves are shaped for each job.
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Choosing a Solution
Now let us consider the merits and demerits of each possible solution.
First, let us consider the possibility of shaping the difficulty curve such that everything is easy. You and I both know that this is a balanceable solution, but not a fun one. As you said yourself in a Dawntrail Q&A:
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As a gamer myself and a Warrior of Light in Final Fantasy XIV, I can resonate with many of the feedback points. From a player's viewpoint, the focus generally seems to be on immediate alleviation of current inconveniences.
However, from a developer's standpoint, simplifying everything might seem advantageous in the short term, but from a broader perspective, it might not be beneficial. It could even upset the game balance. We also need to take into account the varying playstyles of our user base, with some preferring a more casual approach and others taking a more hardcore stance. If we were to consider and implement all feedback, it could potentially destabilize the game.
Staring at a "you win" screen forever is not the height of enjoyment. There must be difficulty somewhere.
(Even if you get the difficulty curve just right, some players will still complain. If nothing else, asking you to make the game easier is a potential path to rewards! Interpreting feedback in light of that could be the subject of a whole other post, but that would be outside the scope of this series.)
Indeed, other game designers have expressed similar sentiments. Damion Schubert, the writer of Zen of Design and whose specialties include MMOs and monetization, has written an excellent essay covering difficulty and multiple audiences - but due to Twitter issues, that essay is now split across nine separate links, so I put them all in order at the bottom of my 10th Anniversary post encouraging players to get along with each other. Some relevant sections (emphasis original):
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Most importantly, we're talking about a whole bunch of people who don't see the same game that you do. Part of being a pro game designer is realizing that you don't have one audience. If your game is successful, you have multiple legs on that stool holding the fandom up.
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Putting aside everything else, a successful game appeals to different player types in vastly different ways. And your average player THINKS he's hardcore and is really NOT.
A good designer will want to earn their sixty bucks too.
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All of this is to say, make your game highly scalable. Make it button-mashy for three-year olds, and make it an impossible journey for your top end players. Give those top guys titles, achievements and sparkle ponies if you want. Widen your appeal, but cater to your hardcore.
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As mentioned earlier, you're not making a game for yourself. You're making a game for 3 or 4 different subaudiences. These sub audiences vary wildly in motivations. These sub audiences may hate each other.
Hell, not even the TEAM is monolithic in thought. One person's adding crafting to the game and another dev thinks that's the stupidest shit they ever heard of just get me to arena combat.
You constantly have to remind them of who your audiences (plural) are.
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In mobile we have funnel graphs, and we know exactly when and why people quit playing the game. In online games like MMOs and mobile, retention is the #1 priority.
If someone hits a certain level and quits itâs a RED ALERT.
Thatâs not to say the game should always be made EASIER if a difficulty spike gets people to quit. Sometimes, the problem is the challenge seems insurmountable. Sometimes, the effort is in teaching people what they need to do to grow.
Because if you remove the challenge, youâll ALSO lose people to boredom. What you want is a slowly increasing sine wave of difficulty, where players get rewards frequently, and are presented with challenges they feel incentivized to overcome.
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Making raid content for an MMO is making content for 1-10% of your playerbase, but it's also the engine of aspiration, and if you make it too easy, you lose your hardest hardcore players.
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Anyway, the point of my long rant is not that game designers should make games EASIER. Game designers should make the EASY parts EASIER and they should do everything in their power to make the hard parts ASPIRATIONAL. Players should want to walk that journey.
Most players WON'T walk that journey, but if your game is singing, they'll WANT to walk that journey, and they may play a good long time to try to see if they can get within reach.
Some players are in the game for the story. Some are in it to feel powerful. Some are in it to socialize. Some are in it for the challenge, with the result that we play to fail and improve ourselves, no matter how frustrated we may be in the moment; this is the "paradox of failure".
There must be difficulty somewhere, but there cannot be difficulty everywhere. To make the whole game any one difficulty would needlessly turn away players. Thus neither "all easy" nor "all hard" would be healthy difficulty curves for the game, so I set them aside here.
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That leaves us with the overall difficulty curves that vary depending on the duty and the party's equipment to consider. The greater the variation, the greater the range of current and prospective players who can select themselves into a difficulty suited to their personal enjoyment; therefore, difficulty curves with greater overall variation are preferred as much as development time permits. Or, as I like to put it: "If players need a spreadsheet to get into the job / class / game, you have made a design error; if none of your players make a spreadsheet, you have also made a design error." (Making optimization spreadsheets and similar tools is too intensive an activity for players outside the hardest hardcore, but the lack of those tools from the players means you have presented them with nothing they find worth analyzing in depth and sharing, and that indicates insufficient depth for strategic long-term play.)
Further, players have necessarily limited choice upon the power of their own equipment, and even less upon the equipment of their party members, so equipment cannot be relied upon to produce much of this self-selection effect. Difficulty variation from equipment is necessary for a sense of progressing one's character, and moreover allows the skill floor of Extreme and Savage duties to vary over the course of a raid tier, but it would be immensely frustrating to challenge-seeking players if the impact of equipment while a duty is current was anywhere near as important as the player's choice to enter Savage at all. (Which raises the question of whether Ultimates should ever get easier... but that is outside the scope of this series.) Therefore, it is better that the breadth of the difficulty curve on offer come from the player's choices of duties and how much to push themselves beyond the skill floor of the situation, freeing equipment to perform its roles of character progression and helping players in Extreme and Savage find just the right difficulty level for themselves.
(In certain job designs, choices between even similarly powerful equipment can have a significant impact on the difficulty of play without one option being obviously ill-suited to the job, and that can offer another means of player self-selection. For example, I forgo all Spell Speed equipment on my BLM precisely because a slower Global Cooldown makes the job more difficult to play but not less capable. I personally enjoy the fact that with a base recast time of 2.50 seconds, following an instant cast Fire III using Firestarter with Triplecast, four Fire IV casts, and then Paradox is 0.1 seconds short of dropping Enochian with no ping and infinite frames per second. Using Spell Speed from gear or food would make the job less fun for me. This sort of choice is a desirable additional means of raising the skill ceiling, but it should not be regarded as a substitute for player difficulty selection via choice of duty and optional engagement with job systems for three reasons.)
(First, supporting multiple "equipment builds" of different difficulties on the same job at all item levels causes problems for the game's current itemization - surely you have seen this enough already between high Spell Speed and medium Spell Speed BLM builds, both with the requests for materia sets and with there being only one maximum item level weapon each raid tier that all the builds fight over. Not a single weapon in the Anabaseios item levels is suitable for 2.50s BLM, and the Manderville relic does not count! Second, it would be a burdensome constraint on job design to demand that all jobs generate multiple such builds. Third, even most challenge-seeking players will hesitate to commit limited gearing resources into a build they know is not the easiest, both due to motivational intensity and due to worries about whether they can complete high-end duties on that build. I will do it, but I will also distill psychological research down to key points and explain those in lay terms suitable for machine translation - the vast majority of players cannot do that, and that does not make their experience any less important!)
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Setting aside equipment as a means of creating breadth in the overall difficulty curve leaves us with the duties to do so. We intend that duties required by the Main Scenario Quest be quite easy, and Ultimates be incredibly hard, and there be many levels in between for players to find their own preferred difficulty and work their way up if they choose.
But we must shape that overall difficulty curve using some combination of the jobs - each job making very similar contributions in its own way - and the duties. How much of the difficulty at a given point in the overall curve should arise from the jobs, and how much from the duty?
Placing all, or almost all, of the difficulty in the jobs has its problems. If nothing else, it would severely limit the duty mechanics available to you, permitting only very easy ones; which would in turn limit variety and storytelling through battles. (And would also prevent you from giving players a calculated respite via an easier mechanic in a high-end duty.) That would be stale and unsatisfying, so I set it aside here.
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What of placing all, or almost all, of the difficulty in the duties, as SMN currently does? Even if you were to make high-end duties more mechanically intensive in order to produce a wide range of available difficulties, this approach would also have several problems. I have identified five such issues.
One of these problems you have already experienced with Anabaseios Savage: it would make it much harder for players to move up in difficulty as they improve and seek greater challenges. Notice that experienced raiders who had secure, similarly experienced groups largely enjoyed Anabaseios. Meanwhile new raiders - and those in Party Finder and Raid Finder playing alongside them - had many complaints of mechanical difficulty and the consistency of their teammates. A player attempting to move up in difficulty must learn a greater mechanical vocabulary, greater speed, greater precision, and so on, while their job is their foothold that stays with them through all duties. Placing the difficulty all in the duties denies them that foothold, denies them something familiar they can practice in duties they are comfortable with, and so makes it much more likely that they will give up and be unsatisfied by all available duties.
The second problem you have also already experienced with Anabaseios Savage, but more subtly: there is only so much you can demand in duty mechanics. A player can only react so quickly, move so precisely, focus for so long, and so forth. They cannot improve these attributes much by "natural" practice once they have learned the basics of gameplay. And even a player who is dedicated enough to undertake deliberate and thoughtful practice on these attributes will only have so far to go before they run into the hard limits of their body, including their brain. Running into such limits as a player feels awful, especially if it is due to disability or being outside the human body's brief physical prime - a concern for both the aging MMO playerbase and the family members they may want to share the game with! (As a disabled raider, I could talk about this all day, but that would be outside the scope of this series.)
Both regular duties and Ultimates have been grappling with these limits for years, and Extreme and Savage have gradually started facing them too. (For one example, consider Anabaseios: The Tenth Circle (Savage) and its Jade Passage orbs. The fact that they appear within the Pandaemoniac Ray animation and fire shortly thereafter makes them quite reactive, especially when they are later combined with Daemoniac Bonds adding more flashy animations and movement requirements. This sort of design even encourages players to use third-party tools to remove the flashy animations or otherwise get information more quickly, and Anabaseios Savage is full of it.) Players have already started remarking on the fast pace of duties.
These physical attributes limit not only the range of battle mechanics you can make, but how hard you can make them, and how hard you can make them if you want high-end duties to be possible outside a brief player age range. If you refuse to place difficulty in the jobs, these same limits will extend to how difficult you can make the top end of the curve at all, and not in a satisfying way. A player who is currently stuck on an aspect of skill they can improve may aspire higher, reach further, remain motivated to play. A player who is stuck on a physical limit and knows it - or sees the highest difficulty held back by other players' physical limits - is necessarily demotivated, for they know that no amount of effort they can put into the game will fix it.
The third problem is another limitation on duty mechanics, specifically downtime mechanics (where there is no enemy to deal damage to). Downtime is not just there to complicate rotations, but to provide mechanical variety by allowing for duty mechanics too complex to be combined with dealing damage. But if the jobs have little to no difficulty in performing them to the standard of the duty, if they do not demand players' attention in uptime, then the players have no more attention for mechanics in downtime and so no such variety is possible.
The fourth problem concerns the skill range supported by each individual duty, and how those skill ranges affect players' experience of the gameplay loop. We can use the existing designs of the magical ranged DPS to compare the skill ranges produced by designs with significant difficulty from both job systems and duty mechanics to those of designs that locate all difficulty in the duty mechanics. To eliminate the distortion of incomplete toolkits from level sync, let us do this consideration over duties at the level cap, which is where you focus your balancing effort anyway.
Suppose first that two players, one casual and one highly skilled in the magical ranged DPS role, are matched into the same party for the same story dungeon by Duty Finder, both playing the same magical ranged DPS. (These may even represent the same player, years apart.) What experiences do they have, playing side-by-side?
On BLM, these two players may have wildly different experiences that are both fun for themselves, driven by their different skills and preferences in what they enjoy. The casual player may concern themselves with nothing but the standard rotation, and even make many mistakes within that, and still complete the duty comfortably - unaware that the hardcore player beside them is doing elaborate nonstandard optimizations to entertain themselves. This is a wide skill range, by virtue of BLM being a one-curve job.
On RDM, these two players may likewise have wildly different experiences that are both fun for themselves. The casual player may concern themselves with nothing but using their mana without unbalancing or overcapping, and still complete the duty comfortably - unaware that the hardcore player beside them is calculating expected killtimes to decide on their Manafication timings and when they expect each melee combo to invert their GCD polarity. Again, this is a wide skill range, by virtue of RDM being a one-curve job.
On SMN, the stronger player has very little to perform better and entertain themselves with that the weaker player is not already doing. The only way for them to have substantially different experiences here - and they will, by virtue of the different skills and preferences they bring to the party - is for the stronger player to be bored. This is a narrow skill range, a low skill floor immediately below a low skill ceiling, the natural result of a two-curve job.
The virtue of this exercise is to consider a player at the skill floor and a player at the skill ceiling for the same job, duty, and equipment. So what of the same for gradually harder duties?
On BLM and RDM, the highly skilled player can enjoy themselves no matter what duty they are in, from dungeons to Ultimates. The skill range narrows only because the skill floor rises, pushing out those players unable or unwilling to undertake the more difficult duties.
Meanwhile on SMN, the skill ceiling remains tightly pegged to the skill floor, both driven by the duty mechanics alone regardless of whether you make the duties harder. (Downtime optimization in Ultimates is not nothing, but it is very little compared to the other jobs, and even that will be gone if you remove all difficulty from the jobs.) Moreover, the population of players that can enjoy themselves on SMN in a given duty is narrow no matter what duty we consider, and changes enough by the rising skill floor that no one player can undertake even a moderate range of duties without finding themselves either bored or unable to complete the duty. A player who learns to handle the mechanics of an Extreme necessarily learns to handle duty mechanics more efficiently, such that the mechanics of regular duties can no longer occupy their full attention, and therefore needs something more than duty mechanics in regular duties to not be bored - and without providing difficulty in the jobs, you have no way of giving them that optional challenge! Likewise, a player who can handle the mechanics of the final floor of a Savage tier needs something more than duty mechanics in the first floor of the same tier, and that something can only come from the jobs.
As I described when analyzing healer design, the duty design can only set the skill floor - raising the skill ceiling above that must come from the jobs. And while players can choose the hardest duties they attempt, they cannot realistically choose the easiest. Everyone has to do story duties for the current expansion if they want to participate in that expansion's content at all, as an obvious example.
Skilling up in your game should not mean skilling out of any content you still want those players to do. A puzzle game can let skilling up be skilling out of the earlier puzzles, because players do not have to repeat those. But Savage and Ultimate raiders still have to reliably complete something every week to get their Allagan Tomestones, that something has to be easier for the sake of those reliable completions, and they had better not be skilled out of it by the game design! If they find that roulettes, hunt trains, and/or treasure maps are boring to them, they will correctly perceive getting their Best in Slot for further raiding as a chore rather than an enjoyable experience, and accordingly reconsider whether they want to stick with the game.
And these small skill ranges are not only a problem for raiders. Pushing stronger players out of easier duties makes those players less likely to encounter and advise struggling players in those same duties. "Look to those who walked before to lead those who walk after" fails if the game design itself drives those who walked before and those who walk after apart! Without the stronger players there to offer advice, struggling players will get matched into weaker parties overall and are less likely to understand how to overcome the duty in front of them - which both make them more likely to perceive the duty as an insurmountable challenge and give up. And if a player perceives a story duty as an insurmountable challenge, whether correctly or incorrectly, what recourse do they have other than giving up on the game?
The fifth problem concerns the longevity of any given duty, even one of appropriate difficulty for the player. As I am sure you have experienced in raiding, one finds that any given duty gradually becomes much easier as one learns that duty's mechanics. Even if the duty incorporates randomness, one must still learn the variations to reliably complete the duty. In effect, familiarity with a duty lowers the skill floor of completing that duty with any given combination of job and equipment. (Though less so for jobs in different roles that have different parts to play in mechanics.) As a result, any duty that one can complete occupies less than one's full attention on subsequent completions, at any difficulty level from story to Ultimate, even without better equipment. What, then, can occupy the rest of one's attention in order to prevent boredom? Not the duty, by necessity - only the jobs can do so.
You cannot hope to eliminate those repeat duty completions. The game is built around them, and even if you wanted to change that, you cannot realistically expect to produce sufficient duties at acceptable quality for a player who plays every day without breaks. (Imagine how much development time it would take if you tried; the communication and management overhead alone would probably make it impossible for a human development team!) Further, it is not reasonable to rely on a player switching jobs to prevent boredom, both due to gearing and due to personal preference; whatever repetitions of a duty you want a player to perform must be enjoyable on a single job.
Neither can you ask all players to take breaks when they are bored. As I explained in my 10th Anniversary post, players who do not take breaks are a necessary part of the playerbase, both to run social spaces such as Free Companies and to serve as a repository of community knowledge for new and returning players. Further, to be that repository of community knowledge, they must be actively partaking in and enjoying the content they are knowledgeable about, or their brains will forget those details as no longer relevant. Players who are staying with the game for some reason other than enjoying it cannot help new and returning players properly. Again from Damion Schubert, emphasis mine:
Quote:
A playerbase is an ecosystem. One that's up and running is incredibly delicate. It's incredibly easy to write off a low percentage portion of the playerbase without fully realizing they're load-bearing.
It's a pretty common mistake running MMOs, TBH.
Surely you have noticed the large volume of complaints that Endwalker's content - duties and otherwise - does not last long enough. This is even a common theme in content creator videos expressing concern about the health of the game. These complaints, fundamentally, indicate a failure to serve those players who want to have that role in the playerbase ecosystem, keeping the community together - and that is despite still having some difficulty in the jobs! This failure must be rectified, not worsened. The playerbase is an ecosystem, and you create the environment in which it grows. Making that environment hostile to a necessary part of the ecosystem will collapse said ecosystem, and with it your game. I can exhort my fellow players to get along with each other as much as I want, but it will not help if the game pushes them out.
Therefore, you must make content last longer, long enough to serve those players. Long enough that players do not get bored doing what the game incentivizes or otherwise guides them to do. If a player completes the same duty 500 times and complains of boredom, you can only tell them to do something else as long as you avoid giving them a reason to do that duty 500 times. Compare: when a RuneScape player complains about being bored after killing the same boss 500 times, Jagex takes it seriously, because it is usually followed by "and I still do not have the loot that only this boss can give me!"
And no matter how beautifully and elaborately you design duties, they cannot endure without high skill ceilings provided by the jobs. Or as one of the Free Company members who taught me to raid put it: "Content you learn; rotations you perfect." (It has been years since I last saw him - he did not come back for Endwalker.)
Only the jobs can make Expert Roulette dungeons last through the 90+ completions that naturally result from using Expert Roulette to reach one's weekly cap of Allagan Tomestones. (The math for that is in my 10th Anniversary post. But check your internal metrics: what fraction of your endgame players are actually reaching 90 completions of those dungeons? What fraction of your players are queueing roulettes knowingly for the fun of it, without being pulled in by levelling or gearing or Mentor Roulette completion rewards or friends? Is that fraction lower than it was in Shadowbringers? What fraction of your players start repeating endgame duties and then have their gameplay fall off thereafter, indicating that they want to do more than the story but got bored once they hit the repetition?) Only the jobs can give us the room to optimize Savage and do better than your battle testing team. Only the jobs can keep us from becoming bored of the first phase of an Ultimate while progressing the fifth phase. Only the jobs can make it fun to revisit an Ultimate well after completing it, whether for more totems or to help fellow players. (And leave yourself some leeway for players who optimize quickly!)
When I hear players say that they want Stormblood back, I do not think they mean things like TP, Balance card fishing, or Piercing Resistance Down. But the results of that era's combination of duty mechanics and job systems, the wide skill ranges and long-lasting enjoyment? I very much believe that they want those back.
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Any one of these five issues would be enough to set aside the idea of putting all difficulty in the duties; all five together make it clear that doing so would not be a fun solution in this game. Moreover, the fifth issue shows that Endwalker has already taken too much difficulty out of the jobs, even jobs other than SMN and healers.
The fourth and fifth issues also answer the question of where the skill ceilings should be placed. The only fun solution is to have high skill ceilings in every duty: that flat skill ceiling curve in the two-curve perspective that makes the job have a single difficulty curve in gameplay experience.
Therefore, I must recommend that both the job and the duty make significant contributions to each job's difficulty curve at every intended difficulty level, matching closely to a single overall difficulty curve, and that each job's skill ceiling be high across all duties. There is no other good option.
But even if all these problems did not exist, I would still make the same recommendation. Why?
First, because having difficulty come from both the jobs and the duties gives you more tools to work with in controlling the difficulty of each combination, which allows you to create a wider range of difficulties than would be possible with either alone. (For example, the Echo buff is more effective at making a duty easier when it enables players to take more attention off their jobs and still meet the duty's DPS requirement, which is not possible if the jobs require minimal attention at baseline.)
Second, because in my experience as a player, it is simply more fun when difficulty from the jobs and difficulty from the duties interact. A job without a duty is just hitting a striking dummy, a duty without a job is just running around. To take a recent example, I have been raiding on SCH this expansion, and one of my favorite mechanics to heal this raid tier is Paradeigma 3 in Anabaseios: The Twelfth Circle (Savage) (P12S). I enjoy it specifically because I use my job knowledge to do my share of the healing almost entirely through my faerie and the duty rewards me for thinking to do so based on the mechanic. If SCH did not have the faerie as a deep system worth learning, the option for a highly skilled player to juggle the faerie's Global Cooldown (automatic Embrace) and off-Global Cooldown actions along with their "standard" actions via the pet commands, there would be no satisfaction of mastery in sequencing actions to bring out the faerie's burst healing power. If P12S did not remove half the arena floor and force both healers to the edges of the arena during a burst healing mechanic, performing such a healing sequence would be an unnecessary risk instead of a smart use of the job's toolkit. The job and the duty elevate each other to become more than the sum of their parts.
But this recommendation raises a looming question, which I will cover in the continuation to this letter.
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I must humbly confess that I do not speak Japanese; for your convenience I have attempted to translate the above letter via Google Translate. Please pardon any mistakes so generated. In case of any confusion, please refer to the English text if at all possible, as I cannot verify the accuracy of the machine translation.
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ăăăĺżľé ăŤç˝ŽăăŚăéćłăŽé čˇé˘ DPS ăŽçžĺ¨ăŽéŁć庌ć˛çˇăŻăŠăŽăăăŞăăŽă§ăăăă?
BLM ăŽéŁć庌ć˛çˇăŻăä¸é¨ăŽĺĺżč
ăăŹă¤ă¤ăźăčŚĺ´ăăăăźăăŤăăĺ§ăžăăžăăçšăŤä˝ăăăŁăŠăŻăżăź ăŹăăŤă§ăŻăBLM ăŤăŻă¤ăłăšăżăłă ăăŁăšăăŽĺŞćăăăŁăšăćéăçĄĺšăŤăăăăźăŤăăžă ăŞăăăăăăŹă¤ă¤ăźăŻĺŞćăĺąăăăăăŤé ťçšăŤçŤăĄć˘ăžăăŞăăă°ăŞăăžăăă ăă ăăăăŽéĺ§çšăčś
ăăă¨ăBLM ăŻčˇĺăĄăŤăăşă ă¨ă¸ă§ă ăˇăšăă ăŽä¸ĄćšăăéŁć庌ăä¸ćăăăšăăŤăŽä¸éăé常ăŤéŤăăŞăăžăă ăă¤ă¨ăłăăŽäťťĺăĺŽäşĺŻč˝ ćŚĺżľçăŤĺç´ăŞăć¨ćşăăźăăźăˇă§ăłăăăăžăćŠč˝ăăžăăăçšĺŽăŽäťťĺăŤăăă BLM ăŽăšăăŤăăă˘ăŽĺ¤ăăŻăäťťĺăŽăĄăŤăăşă ăĺŽčĄăăă°ăăźă㍠ăŻăźăŤăăŚăłăŽçśçśçăŞä˝żç¨ăçśćăăăăăŤăäťťĺăä¸ĺżă¨ăăçŹčŞăŽç§ťĺăšăżă¤ăŤăč¨çťăăăă¨ăŤăăăžăă ăăăŞăććŚăćąăăă¨ăéć¨ćşçăŞăŠă¤ăłăŤăăćéŠĺăŽçĄéăŽčż˝ćąăŤĺăçľăăă¨ăŤăŞăĺŻč˝ć§ăăăăžăă
(ăŻăăç§ťĺĺśéăŻäťäşăéŁăăăŞăĺĺ ㎠1 ă¤ă§ăăäťäşăéŁăăăŞăăŽăŻăăă ăă§ăŻăŞăăăăäşäşşăŽč°čŤăŻĺăăžăăă)
RDM ăŽéŁć庌ăŤăźăă§ăŻăăăšăŚăŽăăŁăŠăŻăżăź ăŹăăŤă§ăăĽă˘ăŤăăŁăšăă使ç¨ăăă¨ăĺĺżč
ăăŹă¤ă¤ăźăŤă¨ăŁăŚćăăăŞç§ťĺăŽćŠäźăĺžăăăăăăăăŽćĺăŽăăźăăŤăä˝ăăŞăăžăă ăăăăRDM ăŤăŻçžŠĺăŽäťçľăżă¨ă¸ă§ă ăˇăšăă ăŽä¸ĄćšăăéŁć庌ăä¸ćăăŚăăăăšăăŤăŽä¸éăéŤăăŞăăžăă ă°ăăźă㍠ăŻăźăŤăăŚăłă常ăŤä˝żç¨ăăŞăăăŽéˇćéăŽç§ťĺăŻăčżćĽăłăłă (ăžăăŻć˛ć¨ăŞçśćłă§ăŻăŞăăŠă¤ăş) ăäťăăŚăŽăżĺŠç¨ă§ăăăăăăă¤ă¨ăłăăŽäťťĺă§ăŽč¨çťăĺż
čŚă§ăă ăăĽăźăăŁăŽ DPS čŚäťśăéŤăăŞăăťăŠăRDM ăăŹă¤ă¤ăźăŻĺăă ăă§ăŞăăăăŁăąăźăˇă§ăłăŽăżă¤ăăłă°ăFleche 㨠Contre Sixte ăă§ăăă ăćŠă使ç¨ăăćŠäźăćäžăăăăĽă˘ăŤăăŁăšă ăăŞăŹăźăŽăżă¤ăăłă° (ăGCD 漾ć§ă) ăčć
Žăăĺż
čŚăăăăžăă äżč¨źăăăVerfire ReadyăăăłVerstone ReadyăăăĺšççăŤä˝żç¨ăăăăăŽăăăăŠăłăšă...
SMN ăŽéŁć庌ć˛çˇăŻé常ăŤä˝ăă¨ăăăăĺ§ăžăăžăăăăăăŤéčŚăŞăŽăŻăăťăźĺŽĺ
¨ăŤčˇĺăˇăšăă ăŤăăŁăŚä¸ćăăŚăăăĺşćŹçăŤčˇĺăˇăšăă ăŤăă役éżăŻăăăžăăă SMN ă§ăŻäťťĺăŽäťçľăżăçŞçśéŁăăăŞăăă¨ăŻăŞăăăăSMN ăŽăăŹă¤ă¤ăźăŤă¨ăŁăŚăŻäťăŽéćłăŽé čˇé˘ DPS ăăăăăăăăŻĺ¤ăăŽçšă§äťăŽćŚéă¸ă§ăăăăç°ĄĺăŞä˝é¨ăĺžăăăžăă SMN ă§ăŽäťťĺăéčĄăăăŽăăŻăăăŤç°Ąĺă§ăăă ăă§ăŞăăäťťĺăéŁăăăŞăăťăŠäťăŽäťäşă¨ăŽĺˇŽă大ăăăŞăăžăă SMN 㯠2 ă¤ăŽć˛çˇăăăŞăă¸ă§ăă§ăăšăăŤä¸éć˛çˇăăšăăŤä¸éć˛çˇăŤăăŁăăă¨čż˝ĺžăăŚăăăăăBLM ă RDM ăăăćăăăŤç°Ąĺă§ăă
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ă§ăŻăăŞăéćłăŽé čˇé˘ DPS ăăŹă¤ă¤ăźă䝣ăă㍠BLM ăžă㯠RDM ăăăŹă¤ăăăă¨ăé¸ćăăĺż
čŚăăăăŽă§ăăăăăăžăăĺ°ćĽăŽăăźă ăĄă¤ăăăăŽé¸ćăĺăĺ
Ľăăĺż
čŚăăăăŽăŻăŞăă§ăăăă?
[URL="https://na.finalfantasyxiv.com/lodestone/topics/detail/6d95409248d3ab3b5dbc0c8a04340b373870140b"]Abyssos:The Eighth Circle (Savage) (P8S) ăŽăăš HP 調ć´ăŤă¤ăăŚčŞŹćăăă¨ăăŤăăŞăčŞčşŤăč¨ăŁăă¨ăăă§ă[/URL ]:
Quote:
ă¸ă§ăăŽăăŠăłăšă調ć´ăăĺ ´ĺă芲ĺ˝ăăă˘ă¤ăă ăŹăăŤă§ăŽĺă¸ă§ăăŽĺşćŹăăĄăźă¸ć°ĺ¤ăŻăăăŽçšĺŽăŽă¸ă§ăăŽăăŹă¤éŁć庌ă¨ăăŽăăźăăźăˇă§ăłăăľăăźă ă˘ăŻăˇă§ăłă¨ăăŽĺšćăčć
ŽăăŚčŞżć´ăăăžăă
ă¸ă§ăăŽăăĄăźă¸ĺşĺăŻăăŹă¤ă¸ăłă°ăŞăŠăŽéăăĄăźă¸č˝ĺăĺăăŚăăăă¨ăŤĺşăĽăăŚć¸ĺ°ăăŚăăă ăă§ăŞăăăăŹă¤ăŽĺŽšćăăŽăăăŤăć¸ĺ°ăăŚăăžăă ăăăŻăSMN ăŤĺŻžăăă硊ĺç¨ăă¨ĺźăśăă¨ăă§ăăžăăă䝣ăă㍠BLM ăžă㯠RDM ăăăŹă¤ăăăăăăä¸ćăŤăăŹă¤ăăéŁăăăŤăăžă寞ĺŚăăăăăŽăăšă㍠ăăźăăšăă¨ĺçăŽăă¨ăă§ăăžăă
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ĺéĄ
ăăŽăăšă㍠ăăźăăšăăäťä¸ăăăă¨ă§ăWorld of Warcraft ă Cataclysm ćĄĺźľă§ééăăĺéĄăă¤ăžăçšĺŽăŽăŻăŠăšăé¸ćăăŚăăăŹă¤ă¤ăźăŤĺ ąé
Źăä¸ăăŞăă¨ăăĺ˛ĺŚă¨ăăŚăŠăźăă㯠ăŻăŠăšăŽč¤éăăçľăżĺăăăŁăŚçşçăăĺéĄăĺéżă§ăăžăă ććĽă漽ăăăŞăăŞă丝ăŞççą - ăăăŤă¤ăăŚăŻăăăŹă¤ă¤ăź ă˘ăăŞăšă㎠1 äşşă§ăă Cynwise ăć稿ăˇăŞăźăş ă§čŞŹćăăŚăăžăă 彟ăŽăˇăŞăźăşĺăŽçąćĽă¨ăŞăŁăć稿:
Quote:
ä¸čŹçăŞč¨č¨ăŽćšĺć§ăŻăăă¤ăăŞăăç¨ă¨ĺć§ăŤăç°Ąćç¨ăŻĺťć˘ăăăă¨ăăăăŽă§ăă
ăăă§ăăä¸ćşăŻćŽăăžăăäťăŽäşşă¨ĺçăŽăăăŠăźăăłăšă¨ĺ ąé
ŹăĺžăăăăŤăăăĺ¤ăăŽäťäşăăăăŽăŻé˘ç˝ăăăăžăăă
çčŤçăŤăŻăăăéŁăăă¸ă§ăăăăžăăăŹă¤ăăĺ ´ĺăŽăšăăŤăăźăăšăŻăăăŽăăŹă¤ă¤ăźăŤă¨ăŁăŚăăŽă¸ă§ăă漽ăăăŞăăăăźă ăĄă¤ăăŤă˘ăăźăŤă§ăăăăăŤăăăăăŽăăĺŞăăăăăŠăźăăłăšă¨ăăŚćŠč˝ăăăŻăă§ăă ăă ăăăšăăŤăăźăăšăŽĺ¤ăćŁç˘şăŤč¨ĺŽăăăă¨ăéčŚă§ăă BLM 㨠SMN ăŽéă§č¨ăă°ăBLM ăŽăšă㍠ăăźăăšăĺ°ăăăăăăă¨ăăăŹă¤ă¤ăźăŻăăźă ăĄă¤ăă SMN ăŤćĺąăăăă¨ă弽ăăăăŤăŞăăžăăăBLM ăŽăšă㍠ăăźăăšă大ăăăăăăă¨ăăăŹă¤ă¤ăźăŻăăźă ăĄă¤ăă SMN ă§ăŻăŞă BLM ăŤćĺąăăăă¨ă弽ăăăăŤăŞăăžăă (ăăăŚĺŽéăăăšăŚăŽćĄĺźľăŤăŻä˝ăăăŽĺ˝˘ă§ĺźˇă弽ăżăăăăžăăă) ăăĺşçŻăŤč¨ăă¨ăăšă㍠ăăźăăšăĺ°ăăăăă¨ăăŹă¤ă¤ăźăŻăăźă ăĄă¤ăăăăăŽäťäşăĺźăĺăăŞăăŞăăăšă㍠ăăźăăšă大ăăăăă¨ăăŹă¤ă¤ăźăŻăăŽäťäşăĺźăĺăăŞăăŞăăžăă ăăŹă¤ă¤ăźăăăźă ăĄă¤ăăăäťăŽäťäşăĺźăĺăăŞăăăăŤăăă ă§ăŻăĺă¸ă§ăăŽăšăăŤăăźăăšăŻăŠăŽăăăŞĺ¤ăŤăăšăă§ăăăă?
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ăžăăăăŹă¤ă¤ăźăăăĄăźă¸ĺşĺăŽčŚäťśăĺłăăă ăŽăăăŤăčŁ
ĺăčć
Žăăă¨ă¨ăŠăźăŽä˝ĺ°ăăťă¨ăăŠăŞăäťťĺăŤććŚăăŚăăă¨äťŽĺŽăăžăă "]P8S ăŽčŞżć´ăŤă¤ăăŚčŞŹćăăéăŤăč¨č¨ăŤă¤ăăŚčŞŹćăăžăă:
Quote:
ăăç§ăăĄăćŚéăăźă ăŤććŚăăăŽă¨ĺă䞥ĺ¤čŚłăćă¤ăłăłăăłăăĺşčˇăăĺ ´ĺăăăăăŹă¤ăăźăŻăŞăŞăźăšăŽćĺăŽéąăŤăăŽăăăăŞĺĺŠă弪ăăăăă¨ăŤăŞăăžăă
ăăŽăăăŞĺ ´ĺăăšăăŤăăźăăšăéŠç¨ăăä˝ĺ°ăŻăťă¨ăăŠăăăžăăă ăăŹă¤ă¤ăźăŽäťťĺăŤăăăć大ć˝ĺ¨č˝ĺă¨äťťĺăŽăăĄăźă¸ĺşĺčŚäťśă¨ăŽéăŽä˝čŁăčś
ăăăšăăŤăăźăăšăŻćŠč˝ăăžăăă éŁăăäťäşăăăźăšăŠă¤ăłă¨ăăŚćĄç¨ăăăç°ĄĺăŞäťäşăŤčŞ˛ç¨ăăăĺ ´ĺăĺ˝äşč
ăŻç°ĄĺăŞäťäşă§çžŠĺăĺŽäşăăăă¨ăă§ăăŞăăăăăăŹă¤ă¤ăźăŻăăźă ăĄă¤ăăć˘ăă¨ăăŤăăŽç°ĄĺăŞäťäşăé¤ĺ¤ăăžăă ăăăăç°ĄĺăŞă¸ă§ăăăăźăšăŠă¤ăłă¨ăăŚćĄç¨ăăéŁăăă¸ă§ăăŤĺż
čŚäťĽä¸ăŽčż˝ĺ ăăĄăźă¸ĺşĺăä¸ăăăăĺ ´ĺăăăŽčż˝ĺ ăăĄăźă¸ĺşĺăŻćĺłăăä˝čŁăĺ°ăăăăĺĺŠăŽăšăŞăŤă弪ăăč¨č¨ăŽçŽçăćăŞăăžăă ăăŹă¤ă¤ăźăăăĄăźă¸ăăŚăłăKOă§äťťĺăĺŽäşăăăă¨ăĺŻč˝ăŤăŞăăăăăăžăăă
ăšăăŤăăźăăšăćĺłăăä˝čŁăăăĺ°ăăĺ ´ĺă§ăăč¤ć°ăŽăăźăăŁć ăŤăžăăăă¸ă§ăé¸ćăŤăăăäťťĺăéćă§ăăŞăăăžăăŻăšăŞăŤăçăżĺşăăŞăć¨ćşçăŞăăźăăŁć§ćăä˝ćăăăĺŻč˝ć§ăăăĺ ´ĺăĺăĺéĄăçşçăăžăă ăăĄăźă¸ĺşĺăŽéăăŽççąă ăăăă羜寞çăŞćĺłă§ăšă㍠ăăźăăšăĺ°ăăăăăăă¨ă大ăăŞăšă㍠ăăźăăšăĺžăä˝čŁăăŞăă¨ăăäşĺŽăŤăăăăăăăăăŹă¤ă¤ăźăŻăăźă ăĄă¤ăăŤăăŁă¨ç°ĄĺăŞäťäşăăăŚăăăăăă¨ćăă§ăăăă ăăăăŁăŚăăăŽăăăŞĺ ´ĺăŤăŻăšăăŤăăźăăšăćŠč˝ăăä˝ĺ°ăăŞăăăăćŠč˝ăăŞăă¨çľčŤăăăăĺžăžăăă
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ăăă§ăăăç°ĄĺăŞäťťĺă芌ăżăăăăăčŻăčŁ
ĺăćăŁăăăăăăăŻäťťĺăŤĺŻžăăăžăăŞčŞżć´ăŞăŠăŤăăăăăŹă¤ă¤ăźăŤăăĺ°ă大ăăŞä˝čŁăăăă¨äťŽĺŽăăžăă ăăŽăăăŞĺ ´ĺăăăźăăŁăŻă˘ăăăżă¤ă ăŽĺŞĺ¤ąăKOăăăĄăźă¸ăăŚăłăŞăŠăŽăăšăäź´ăăăŤă§ăŽăăĄăźă¸ĺşĺčŚäťśăćşăăăă¨ăă§ăăăăăăă大ăăŞăăĄăźă¸ĺşĺăăăźăăŁăŤă¨ăŁăŚĺźăçśă彚çŤăĄăžăă ăăŹă¤ă¤ăźăŻăăăăăăç°ĄĺăŞäťäşăŤĺ°ąăăŚăăăăŹă¤ă¤ăźăŤăăăăšăŽĺŻč˝ć§ăŽä˝ăă¨ćŻčźăăŚčăăăă¨ăă§ăăžăăăăăŻăăšăăŤăăźăăšăćŠč˝ăăĺŻč˝ć§ăăăăă¨ă示ĺăăŚăăžăă ăă ăăăăăăŽăąăźăšăŻč¨č¨ä¸ä¸ćçăŞăăŽă§ăăă ăă§ăŞăăăăă¸ă§ăăĺĽăŽă¸ă§ăăăă大ăăŞăăĄăźă¸ĺşĺăćă¤ĺŻč˝ć§ăăăă¨ăăäťăŽççąăăăăăăăăç°ĄĺăŞă¸ă§ăăŤĺ°ąăăŚăăăăŹă¤ă¤ăźăć˝ĺ¨çăŤăăšăăăĺŻč˝ć§ăéŤăăăŠăăă¨ăăäťăŽççąăŤăă嚲ć¸ăäź´ăăžăă (ĺĽăŽăăŹă¤ă¤ăźăăăšăăăĺŻč˝ć§ăčŁăăăăŤăăăŹă¤ă¤ăźăăăç°ĄĺăŞäťäşăăăéŁăăäťäşăĺźăĺăăăă¨ăŻăć¤ăăçăżăžăă)
çžçśă§ăŻăăăźăăŁăŽă¤ăłăťăłăăŁăăŻăäťăŽăăšăŚăŽĺ˝šĺ˛ă§éŤăăĄăźă¸ăŽă¸ă§ăăé¸ć/čŚćąăăăă¨ă§ă (ăăŹă¤ă¤ăźăŻăăĄăźă¸ă¨ĺŽšćăă交ćăăăăăăĄăźă¸ăăŹă¤ăşă¸ăŽă˘ăŻăťăšăŞăŠăŽäťăŽćăžăăăŚăźăăŁăŞăăŁă¨äş¤ćăăăăăăă¨ăŻă§ăăžăă)ăăăŽăă大ăăŞăăĄăźă¸ă使ç¨ăăžăă SMN ăŤéćłăŽé čˇé˘ DPS ăăŹă¤ă¤ăźăé
罎ăăăă¨ă§ç°ĄĺăŤăăŹăźăă§ăăăăăŤĺşĺăăăăŽĺž SMN ăăŹă¤ă¤ăźăŤăłăźăŤă˘ăŚăăăăźăăŁăźăŽäťťĺĺćăčĄăăăăă¨ă§ăăăŽĺŽšćăăŤăăăăšăć¸ăăč˝ĺăć大ĺăăžăă (ä¸çăŽăŹăźăšăăźă ăăăŹă¤ăăŽćŚĺŠĺă¨ăăă 1 人㎠DPS ăŤéä¸ăăăăă¨ă§ä˝čŁăçăżĺşăĺžĺăăăăéćłăŽé čˇé˘ DPS ăăŹă¤ă¤ăźăĺĽăŽă¸ă§ăăŤé常ăŤĺ°ĺżľăăŚăăŚăăăŽăăŹă¤ă¤ăźăćŹĺ˝ăŤćăă§ăăĺ ´ĺăé¤ăăăžăăŤăăăčĄăĺžĺăăăăŽăŻĺśçśă§ăŻăăăžăăă ăăăăĺŠçšăć´ťç¨ăăăă¨ă弨ĺąăăăăăăăăčż˝ćąăăăăŹă¤ă¤ăźăŻăă˛ăźă č¨č¨ăŤăăŁăŚăăăăăăćéťăŽă¤ăłăťăłăăŁăăăăčŞčăăŚăăžăă) Raid Finder ă§ăăĺĺăŞćł¨ćĺ㨠APM ăćă¤ăăŹă¤ă¤ăźăŻăăźăăŁăź ăăŁăă ăăŻăăäťăăŚăłăźăŤă˘ăŚăăčĄăăă¨ăă§ăăSMN ăŽăžă°ăăŞăăăăăźăŤăŻă ăăŽăăăŞä˝ĺ°ăŻĺĺăŤăăăžăă
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čŚăăŞăăčˇĺăŽäťçľăżăŤăăĺ¤ăăŽćł¨ćă貝ăăăă¨ăă§ăăăăŽăăčˇĺăŽäťçľăżă§ăăšăăăĺŻč˝ć§ăä˝ăăŞăăžăă ă ăăăŻăăăźăăŁăźĺ
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ĺă¸ă§ăăĺăčŁ
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(ăžăŁăăç°ăŞăăšăăŤăăă˘ăŤĺŻžăăăăŹă¤ă¤ăźăŽčŞčăăăăŹă¤ă¤ăźăä¸čŚéŁăăäťäşăŤććŚăăăŽăćăă¨ăŠăžăăăĺŻč˝ć§ăăăăžăăăăăŽĺ ´ĺăŻçžĺŽă§ăŻăŞăčŞčă俎ćŁăăĺż
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çĺćŠăŻăçšăŤć˝ĺ¨çăŞĺćŠăŽçŻĺ˛ĺ
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čŚă¨ăăžăă ăăă§ăăAST ăăăŹă¤ăăăăĺ垊ăšăăŤăŤä¸ĺŽăăăăăŹă¤ă¤ăźăŻăăăăăćĺ㍠WHM ă芌ăăĺşç¤çăŞăšăăŤăĺŚăłăăăŽĺž AST ăŤĺăćżăăŚăŤăźăăćăăăăăŽçšĺĽăŞĺŞĺăăăă§ăăăă
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¨ăŤćąăăŚăăŚăĺéĄăăŞăççąă§ăăăăžăăăšăăźăŞăź ă˘ăźăăŤă¤ăăŚć確ăŤăăŚăăéăăăăŹă¤ă¤ăźăŻăšăăźăŞăź ă˘ăźăăăăšăăźăŞăźăä˝é¨ăăăăăŽćĺ°éăŽĺ´ĺăč¨ĺŽăăăăŽă¨ăăŚćŁăăčŞčăăžăă ăăéŤăéŁć庌ăăăŹă¤ăăăăăŽčż˝ĺ ăŽĺŞĺăŻăăăŽéŁć庌ăăŻăŞă˘ăăćşčśłćăŞăŠăŽäťăŽçŽć¨ăŤĺăăŚčĄăăăžăăăăăĄă¤ăăŤăăĄăłăżă¸ăź XIV ă§ăŻăăăšăŚăŽă˛ăźă ăˇăšăă ăăSMN ăăăŹă¤ăăăă¨ăĺć§ăŤéćă§ăăăă¨ăćăăŚăăăžăă éŁć庌ć˛çˇăć¤ćťăăă¨ăăăăćăăăŤăă¤ăźă¸ăź ă˘ăźăăă§ăăăŤăăăăăăăäťăŽă¸ă§ăă¨ĺăăăăăŽĺ ąé
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㎠SMN ăŽĺĺ¨ăăŽăăŽăăRDM 㨠BLMăăăăŚç¨ĺşŚăŻä˝ăă§ăăăă˛ăźă ĺ
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čăăăăč§Łćąşç
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čăăăăăăšăŚăŽč§ŁćąşçăŻă彚ĺ˛ĺ
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ĺă確äżăăăăăăăšăăŤăăźăăšăĺż
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ĽăĺăŤç¸Žăžăĺż
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- ĺşç¤ă¨ăŞăă彚ĺ˛éŁć庌ć˛çˇăă¨ăĺ
¨ä˝çéŁć庌ć˛çˇăăăŠăŽăăăŞĺ˝˘ăĺăăšăă - ăăšăŚç°Ąĺă§ăăĺŻč˝ć§ăăăă°ăăăšăŚéŁăăĺ ´ĺăăăăäťťĺéăŽĺ¤ĺçăčŁ
ĺăŤăăĺ¤ĺçă
- ăăŽĺ°éŁăŽăŠăăăăăäťäşăăćĽăăšăăăăŠăăăăăäťťĺăăćĽăăšăăăăăăŚăŠăă ăăăăźăăŁăźăŽčŁ
ĺăăćĽăăšăăă ăăăŚ
- ă¸ă§ăăă¨ăŽăšăăŤä¸éć˛çˇăŽĺ˝˘çśă
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ă˝ăŞăĽăźăˇă§ăłăŽé¸ć
揥ăŤăčăăăăăăăăăŽč§ŁćąşçăŽéˇćă¨çćăć¤č¨ăăŚăżăžăăăă
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[ĺźç¨]ç§čŞčşŤăă˛ăźăăźă§ăăăăăĄă¤ăăŤăăĄăłăżă¸ăź XIV ăŽĺ
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Žăăĺż
čŚăăăăžăă ăăšăŚăŽăăŁăźăăăăŻăčć
ŽăăŚĺŽčŁ
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(ăă¨ăéŁć庌ăŤăźăăéŠĺăŤč¨ĺŽă§ăăă¨ăăŚăăä¸é¨ăŽăăŹă¤ă¤ăźăŻä¸ćşăč¨ăă§ăăăăĺ°ăŞăă¨ăăă˛ăźă ăç°ĄĺăŤăăŚăăă¨é źăăă¨ăŻăĺ ąé
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ŽăăŚăăŁăźăăăăŻăč§Łéăăăă¨ăŻăăžăŁăăĺĽăŽć稿ăŽä¸ťéĄăŤăŞăĺŻč˝ć§ăăăăžăă ăă ăăăăăŻăăŽăˇăŞăźăşăŽçŻĺ˛ĺ¤ăŤăŞăăžă)ă
ĺŽéăäťăŽă˛ăźă ăăśă¤ăăźăĺć§ăŽććłă襨ćăăŚăăžăă ăZen of DesignăăŽčč
ă§ăăăMMO ăĺçĺăŞăŠăĺ°éă¨ăăăăăŞăł ăˇăĽăźăăŤăăŻăéŁć庌ăč¤ć°ăŽčŞč
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SMN ăçžĺ¨čĄăŁăŚăăăăăŤăĺ°éŁăŽăăšăŚăăžăăŻăťăźăăšăŚăčˇĺăŤčŞ˛ăăŽăŻăŠăăŞăăŽă§ăăăă? ĺŠç¨ĺŻč˝ăŞăăžăăžăŞĺ°éŁăä˝ăĺşăăăăŤăăă¤ă¨ăłăăŽăżăšăŻăăăćŠć˘°çăŤéä¸ăăăă¨ăăŚăăăăŽă˘ăăăźăăŤăŻăăă¤ăăŽĺéĄăăăăžăă ç§ăŻăăŽăăăŞĺéĄă 5 ă¤çšĺŽăăžăăă
ăăăăŽĺéĄăŽ 1 ă¤ăŻăă˘ăăăťă¤ăŞăš ăľăăźă¸ă§ăă§ăŤçľé¨ăăăă¨ă§ăăăăŹă¤ă¤ăźăä¸éăăăă大ăăŞććŚăćąăăăŤă¤ăăŚăéŁć庌ăä¸ăăăă¨ăé常ăŤĺ°éŁăŤăŞăăžăă ĺŽĺ
¨ăŞăĺć§ăŤçľé¨čąĺŻăŞă°ăŤăźăăćăŁăŚăăçľé¨čąĺŻăŞăŹă¤ăăźă丝ăŤă˘ăăăťă¤ăŞăšă漽ăăă§ăăăă¨ăŤćł¨çŽăăŚăă ăăă ä¸ćšăć°ăăăŹă¤ăăźăăăăłăăźăăŁăź ăăĄă¤ăłăăźă¨ăŹă¤ă ăăĄă¤ăłăăźă§ä¸çˇăŤăăŹă¤ăăŚăăăŹă¤ăăźăŻăćŠć˘°çăŞéŁăăăăăźă ăĄă¤ăăŽĺŽĺŽć§ăŤă¤ăăŚĺ¤ăăŽä¸ćşăćąăăŚăăžăăă éŁć庌ăä¸ăăăă¨ăăăăŹă¤ă¤ăźăŻăăăĺ¤ăăŽćŠć˘°çčŞĺ˝ăăăéŤăé庌ăăăéŤă粞庌ăŞăŠăĺŚă°ăŞăăă°ăŞăăžăăăăăăŽä¸ćšă§ă彟ăăŽäťäşăŻăăšăŚăŽäťťĺăéăăŚĺ˝źăăŤçăžăčśłĺ ´ă¨ăŞăăžăă ĺ°éŁăăăšăŚčˇĺăŤčŞ˛ăăă¨ăŻă彟ăăŽčśłĺ ´ă夹ăă彟ăă忍éŠăŞčˇĺă§ĺŽčˇľă§ăă錴ćăżăŽăăä˝ăăćĺŚăăăăă彟ăăăăăăăŚăĺŠç¨ĺŻč˝ăŞăăšăŚăŽčˇĺăŤćşčśłă§ăăŞăăŞăĺŻč˝ć§ăăŻăăăŤéŤăăŞăăžăă
2 çŞçŽăŽĺéĄăŻăă˘ăăăťă¤ăŞăš ăľăăźă¸ă§ăăă§ăŤçľé¨ăăŚăăžăăăăă垎ĺŚă§ăă瞊ĺăŽăĄăŤăăşă ăŤčŚćąă§ăăăă¨ăŻéăăăŚăăžăă ăăŹăźă¤ăźăŻăé常ăŤčż
éăŤĺĺżăăé常ăŤćŁç˘şăŤĺăăé常ăŤéˇăćééä¸ăăăă¨ăŞăŠăăă§ăăžăăă ă˛ăźă ăăŹă¤ăŽĺşćŹăĺŚăă ĺžăŻăăčŞçśăŞă硴çżă ăă§ăŻăăăăŽçšć§ă大ĺš
ăŤĺä¸ăăăăă¨ăŻă§ăăžăăă ăăăŚăăăăăŽçšć§ăŤă¤ăăŚćĺłçăă¤ćć
Žćˇąă硴çżăŤĺăçľăăŽăŤĺĺăŞçŽčşŤçăŞăăŹăźă¤ăźă§ăăŁăŚăăčłăĺŤă躍ä˝ăŽĺłăăéçăŤéăăăžă§ăŤăŻăăžă éçăăăăžăă ăăŹă¤ă¤ăźăăăŽăăăŞĺśéăŤééăăăŽăŻă˛ăŠăć°ĺă§ăăçšăŤăăăé厳ăŤăăăăŽăăäşşéăŽčşŤä˝ăŽçćéăŽčä˝çĺ
¨çćăăĺ¤ăăŚăăĺ ´ĺăŻăéŤé˝˘ĺăă MMO ăăŹă¤ă¤ăźĺą¤ă¨ăă˛ăźă ăĺ
ąćăăă厜ćăŽä¸ĄćšăŤă¨ăŁăŚć¸ĺżľäşé
ă§ăă (é厳ăćă¤ăŹă¤ăăźă¨ăăŚăăăŽăă¨ăŤă¤ăăŚä¸ćĽä¸čŠąăăă¨ăă§ăăžăăăăăăŻăăŽăˇăŞăźăşăŽçŻĺ˛ĺ¤ăŤăŞăăžăă)
é常ăŽäťťĺă¨ă˘ăŤăăŁăĄăăăŽä¸Ąćšăéˇĺš´ăŤăăăŁăŚăăăăŽĺśéăŤĺăçľăă§ăăžăăăă¨ăŻăšăăŞăźă ă¨ăľăăźă¸ăĺžă
ăŤĺśéăŤç´é˘ăĺ§ăăŚăăžăă (ä¸äžă¨ăăŚăAnabaseios: The Tenth Circle (Savage) ă¨ă㎠Jade Passage ăŽăŞăźăăčăăŚăżăžăăăăăăăă Pandaemoniac Ray ă˘ăăĄăźăˇă§ăłĺ
ăŤčĄ¨ç¤şăăăăăŽç´ĺžăŤçşçŤăăă¨ăăäşĺŽăŤăăăçšăŤĺžă§ Daemoniac Bonds ă¨çľăżĺăăăŚăăăŤčż˝ĺ ăăĺ ´ĺăé常ăŤĺĺżçăŤăŞăăžăă ć´žćăŞă˘ăăĄăźăˇă§ăłă¨ĺăăŽčŚäťśăăăŽç¨ŽăŽăăśă¤ăłăŻăăăŹă¤ă¤ăźăć´žćăŞă˘ăăĄăźăˇă§ăłăĺé¤ăăăăăăčż
éăŤć
ĺ ąăĺ
ĽćăăăăăăăăŤăľăźăăăźăăŁăŽăăźăŤă使ç¨ăăăă¨ăă弨ĺąăăŚăăăAnabaseios Savage ăŤăŻăăăćşčźă§ăă) ăăŹă¤ă¤ăźăăĄăŻăă§ăŤäťťĺăŽăăźăšăŽéăăŤă¤ăăŚçşč¨ăĺ§ăăŚăăă
ăăăăŽçŠççĺąć§ăŻăä˝ćă§ăăćŚéăĄăŤăăŻăšăŽçŻĺ˛ăĺśéăăă ăă§ăŞăăăăăăä˝ćă§ăăéŁć庌ăĺśéăăžăăăžăăçćéăŽăăŹă¤ă¤ăźĺš´é˝˘çŻĺ˛ĺ¤ă§ăă¤ă¨ăłăăŽäťťĺăĺŽčĄă§ăăăăăŤăăăĺ ´ĺăăăăăä˝ćă§ăăéŁć庌ăĺśéăăžăă äťäşăŤĺ°éŁă課ăăă¨ăćĺŚăăă¨ăćşčśłăŽăăćšćłă§ăŻăŞăăć˛çˇăŽé çšăŤéăăăă¨ăă§ăăéŁć庌ăŤăĺăéçăĺşăăăžăă çžĺ¨ăćšĺă§ăăăšăăŤăŽé˘ă§čĄă芰ăžăŁăŚăăăăŹăźă¤ăźăŻăăăéŤăżăçŽćăăăăăŤé ăăŤĺ°éăăăăŹăźă¸ăŽă˘ăăăźăˇă§ăłăçśćă§ăăĺŻč˝ć§ăăăăžăă çŠççăŞéçăŤčĄă芰ăžăăăăăçĽăŁăŚăăăăŹă¤ă¤ăźăăžăăŻäťăŽăăŹă¤ă¤ăźăŽçŠççăŞéçăŤăăŁăŚćéŤéŁć庌ă匨ăăăăŚăăăŽăçŽăŤăăăăŹă¤ă¤ăźăŻăĺż
çśçăŤăăć°ă夹ăăžăăăŞăăŞăă彟ăăŻă˛ăźă ăŤăŠăă ăĺŞĺăăŚăĺéĄăč§Łćąşă§ăăŞăăă¨ăçĽăŁăŚăăăăă§ăă
3 çŞçŽăŽĺéĄăŻăĺ¤ĺăĄăŤăăşă ăçšăŤăăŚăłăżă¤ă ăĄăŤăăşă (ăăĄăźă¸ăä¸ăăćľăĺĺ¨ăăŞăĺ ´ĺ) ăŤĺŻžăăĺĽăŽĺśéă§ăă ăăŚăłăżă¤ă ăŻăăźăăźăˇă§ăłăč¤éăŤăăăăă ăă§ăŞăăăăĄăźă¸ăä¸ăăăă¨ă¨çľăżĺăăăăŤăŻč¤éăăăäťťĺăŽäťçľăżăĺŻč˝ăŤăăăă¨ă§ćŠć˘°çăŞĺ¤ć§ć§ăćäžăăăăăŤăăăžăă ăăăăăăŽă¸ă§ăă瞊ĺăŽć¨ćşăŤć˛żăŁăŚĺŽčĄăăăŽăŤăťă¨ăăŠĺ°éŁăăŞăăă˘ăăăżă¤ă ăŤăăŹă¤ă¤ăźăŽćł¨ćăčŚćąăăŞăĺ ´ĺăăăŹă¤ă¤ăźăŻăăŚăłăżă¤ă ăŤăĄăŤăăăŻăŤćł¨ćăćăĺż
čŚăăŞăăŞăăăăŽăăăŞĺ¤ć§ć§ăŻä¸ĺŻč˝ăŤăŞăăžăă
4 çŞçŽăŽĺéĄăŻăĺă
ăŽäťťĺăŤăăŁăŚăľăăźăăăăăšăăŤăŽçŻĺ˛ă¨ăăăăăŽăšăăŤăŽçŻĺ˛ăăăŹă¤ă¤ăźăŽă˛ăźă ăăŹă¤ ăŤăźăăŽă¨ăŻăšăăŞă¨ăłăšăŤăŠăŽăăăŞĺ˝ąéżăä¸ăăăăŤé˘ăăăăŽă§ăă éćłé čˇé˘ DPS ăŽć˘ĺăŽăăśă¤ăłă使ç¨ăăŚăă¸ă§ă ăˇăšăă ă¨äťťĺăĄăŤăăşă ăŽä¸Ąćšăă大ăăŞĺ°éŁăäź´ăăăśă¤ăłăŤăăŁăŚçăżĺşăăăăšăăŤçŻĺ˛ă¨ăăăšăŚăŽĺ°éŁăäťťĺăĄăŤăăşă ăŤé
罎ăăăăśă¤ăłăŽăšăăŤçŻĺ˛ăćŻčźă§ăăžăă ăŹăăŤĺćăŤăăä¸ĺŽĺ
¨ăŞăăźăŤăăăăŽćŞăżăćé¤ăăăăăŤăăŹă㍠ăăŁăăă§ăŽçžŠĺăčć
ŽăăŚăăŽć¤č¨ăčĄăăžăăă¨ăŤăăăăŠăłăščŞżć´ăŽĺŞĺăéä¸ăăăŽăŻăŹă㍠ăăŁăăă§ăă
ăžăăăŤă¸ăĽă˘ăŤăŞăăŹă¤ă¤ăźă¨éćłăŽé čˇé˘ DPS ăăźăŤăŤç硴ăă 2 äşşăŽăăŹă¤ă¤ăźăăDuty Finder ăŤăăŁăŚĺăăšăăźăŞăź ăăłă¸ă§ăłăŽĺăăăźăăŁăźăŤăăăăłă°ăăă严ćšă¨ăĺăéćłăŽé čˇé˘ DPS ăăăŹă¤ăăŚăăă¨ăăžăă ďźăăăăŻä˝ĺš´ăé˘ăăĺăăăŹăźă¤ăźă襨ăĺ ´ĺăăăăžăăďźĺ˝źăăŻä¸Śăă§ăăŹăźăăăă¨ă§ăŠăŽăăăŞçľé¨ăćăŁăŚăăžăăďź
BLM ă§ăŻăăăă 2 äşşăŽăăŹă¤ă¤ăźăŻăăăăăăŽç°ăŞăăšăăŤă漽ăăăăŽăŽĺĽ˝ăżăŤăăŁăŚăăŠăĄăăčŞĺčŞčşŤăŤă¨ăŁăŚćĽ˝ăăă大ăăç°ăŞăçľé¨ăăăĺŻč˝ć§ăăăăžăă ăŤă¸ăĽă˘ăŤ ăăŹă¤ă¤ăźăŻăć¨ćşçăŞăăźăăźăˇă§ăłă ăăć°ăŤăăŚăăăăăŽä¸ă§ĺ¤ăăŽééăăçŻăăŞăăăăăăă§ă忍éŠăŤäťťĺăĺŽäşăăĺŻč˝ć§ăăăăžăăčŞĺăăĄăŽéŁăŤăăăăźăăłă˘ ăăŹă¤ă¤ăźăăčŞĺăăĄă漽ăăžăăăăăŤćăŽčžźăă éć¨ćşçăŞćéŠĺăčĄăŁăŚăăăă¨ăŤć°ăĽăăŞăăŽă§ăă BLM ăŻĺä¸ć˛çˇăŽäťäşă§ăăăăăăăăŻĺš
ĺşăăšăăŤçŻĺ˛ă¨ăŞăăžăă
RDM ă§ăŻăăăă 2 äşşăŽăăŹă¤ă¤ăźăĺć§ăŤăăăăăă漽ăăă大ăăç°ăŞăä˝é¨ăăăĺŻč˝ć§ăăăăžăă ăŤă¸ăĽă˘ăŤ ăăŹă¤ă¤ăźăŻăăăăŽăăŠăłăšăĺ´Šăăăä¸éăčś
ăăăăăăă¨ăŞăăăă使ç¨ăăăă¨ă ăăŤć°ăé
ăăăăă§ă忍éŠăŤäťťĺăĺŽäşăăĺŻč˝ć§ăăăăžăăéŁăŽăăźăăłă˘ ăăŹă¤ă¤ăźăăăăăŁăąăźăˇă§ăłăŽăżă¤ăăłă°ăăĺčżćĽăłăłăăĺ蝢ăăăżă¤ăăłă°ăćąşĺŽăăăăăŤäşćłăăŤăżă¤ă ăč¨çŽăăŚăăăă¨ăŤć°ăĽăăŚăăžăăă GCD 漾ć§ă çš°ăčżăăžăăăRDM 㯠1 ă¤ăŽć˛çˇăŽă¸ă§ăă§ăăăăăăăăŻĺš
ĺşăăšăăŤçŻĺ˛ă¨ăŞăăžăă
SMN ă§ăŻă埡ăăăŹă¤ă¤ăźăăăčŻăăăăŠăźăăłăšăçşćŽăăăăĺźąăăăŹă¤ă¤ăźăăžă ăăŁăŚăăŞăăă¨ă§čŞĺă漽ăăžăăăăăăă¨ăŻăťă¨ăăŠăăăžăăă 彟ăăăăă§ĺŽčłŞçăŤç°ăŞăçľé¨ăăăăăăŽĺŻä¸ăŽćšćłăŻăăăźăăŁăźăŤćăĄčžźăăăžăăžăŞăšăăŤă弽ăżăŽăăăă§ăĺŽéăŤçľé¨ăăăă¨ăŤăŞăăžăăă埡ăăăŹă¤ă¤ăźăéĺąăăăă¨ă§ăă ăăăŻçăăšăăŤçŻĺ˛ă§ăăăä˝ăăšăăŤä¸éăŽăăä¸ăŤăăä˝ăăšăăŤä¸éă§ăăă2 ăŤăźăăŽäťäşăŽčŞçśăŞçľćă§ăă
ăăŽçˇ´çżăŽĺŠçšăŻăĺăă¸ă§ăăäťťĺăčŁ
ĺăŤă¤ăăŚăăšăăŤăŽćä¸ä˝ăŤăăăăŹă¤ă¤ăźă¨ăšăăŤăŽä¸éăŤăăăăŹă¤ă¤ăźăčć
Žăăăă¨ă§ăă ă§ăŻăĺžă
ăŤéŁăăăŞăäťťĺăŤă¤ăăŚăĺć§ăŤăŠăăŞăă§ăăăă?
BLM 㨠RDM ă§ăŻăéŤĺşŚăŞăšăăŤăćă¤ăăŹă¤ă¤ăźăŻăăăłă¸ă§ăłăăă˘ăŤăăŁăĄăăăžă§ăăŠăŽăăăŞäťťĺăŤĺ°ąăăŚă漽ăăăă¨ăă§ăăžăă ăšăăŤăŽçŻĺ˛ăçăăŞăăŽăŻăăšăăŤăŽăăă˘ăä¸ćăăăăĺ°éŁăŞäťťĺăŤĺăçľăăă¨ăă§ăăŞăăăžăăŻĺźăĺăăăăŞăăăŹă¤ă¤ăźăćźăĺşăăăăăă§ăă
ä¸ćšăSMN ă§ăŻăăšăăŤăŽä¸éăŻăšăăŤăŽä¸éăŤăăŁăăă¨ĺşĺŽăăăăžăžă§ăăŠăĄăă瞊ĺăéŁăăăăăăŠăăăŤé˘äżăŞăă瞊ĺăŽäťçľăżă ăăŤăăŁăŚćąşăžăăžăă (ă˘ăŤăăŁăĄăăăŤăăăăăŚăłăżă¤ă ăŽćéŠĺăŻăžăŁăăăŞăăăă§ăŻăăăžăăăăäťăŽă¸ă§ăăŤćŻăšăă°é常ăŤăăăă§ăăăă¸ă§ăăăăăšăŚăŽéŁć庌ăĺăé¤ăă°ăăăăăŞăăŞăăžăă) ăăăŤăSMN ă§ćĽ˝ăăăă¨ăă§ăăăăŹă¤ă¤ăźăŽäşşĺŁăŻă ăŠăŽăăăŞäťťĺăčć
ŽăăŚăăä¸ăăăăäťťĺăŻçăăăšăăŤăăă˘ăŽä¸ćăŤăăŁăŚĺĺăŤĺ¤ĺăăăăăä¸ç¨ĺşŚăŽçŻĺ˛ăŽäťťĺă§ăăŁăŚăăéĺąăăăäťťĺăĺŽäşă§ăăŞăăŁăăăăăă¨ăŞăăăŹă¤ă¤ăźăĺźăĺăăăă¨ăŻă§ăăžăăă ă¨ăŻăšăăŞăźă ăŽăĄăŤăăşă ăćąăăă¨ăĺŚăă ăăŹă¤ă¤ăźăŻĺż
çśçăŤă瞊ĺăŽăĄăŤăăşă ăăăĺšççăŤćąăăă¨ăĺŚăśăăăé常ăŽäťťĺăŽăĄăŤăăşă ă§ăŻĺŽĺ
¨ăŞćł¨ćăćăăă¨ăă§ăăŞăăŞăăăăăăŁăŚéĺąăăŞăăăăŤé常ăŽäťťĺă§ăŻçžŠĺăŽăĄăŤăăşă 䝼ä¸ăŽăăŽăĺż
čŚă¨ăăžăă - ăăăŚăäťäşăŤĺ°éŁăä¸ăăŞăăă°ăăŞăăˇă§ăłăŽčŞ˛éĄăä¸ăăăă¨ăŻă§ăăžăăă ĺć§ăŤăăľăăźă¸ ăăŁă˘ăŽćçľăăă˘ăŽăĄăŤăăşă ăćąăăăăŹă¤ă¤ăźăŤăŻăĺăăăŁă˘ăŽćĺăŽăăă˘ăŽçžŠĺăŽăĄăŤăăşă 䝼ä¸ăŽä˝ăăĺż
čŚă§ăăăăăăŻă¸ă§ăăăăŽăżĺžăăăăăŽă§ăă
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