

More jobs = more balance issue too
It's very difficult for each job to be competitive since you still follow such a few archetypes. FFXI was pretty bad with this, as each major update made several jobs shine and totally cripple others



One day groups would only accept RNG's are DPS for events, next day no one wanted them for anything. FFXI development team had such horrid balance that Puppetmaster was considered unplayable for people at end game till years after it's release. Samurai was meant to parry tank and Ninja be a DPS, but got it switched around and SE didn't even attempt to address it till a half-ass attempt later.
FFXIV has a much better backbone system in place in terms of balance. Yes it is still difficult to balance, but it uses much more simplistic systems to balance out jobs. FFXI's system was everywhere and same with 1.xx. One content BLM's were never wanted, then one where everyone who joined a party needed to be one. ARR has done well enough that people look at gear/experience more than just the job itself.


Indeed, but let's look at the current DPS jobs
DRG, high physical damage, low speed
MNK, low physical damage, high speed
BRD, low physical damage, constant speed because you can attack while dodging
BLM, high magical damage, fluctuating speed because of interruption
SMN, low magical damage, great stacking
Although there's not big of a difference between "high" and "low" damage, the mix of raw damage and speed gives them all slight the same damage ouput in the long run.
Adding two more DPS jobs (Ninja and Thief) means two new mix of raw damage and speed, so that they don't overlap with an existing concept while still retaining the same output.



Number of jobs would be irrelevant if we had more content for large groups. When you have more bodies in a raid, design the classes/jobs to not stack well and have enough varying mechanics in the instance, that encourages raids to bring balanced comps and as many different classes as they can.
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This is an aside, but reading the blurb on rogues they pretty much went with my Robin Hood-esque approach but gave it to the base class (whywouldyoudothat?!.jpg). The only way I now see THF being implemented is if they went and called it Treasure Hunter or something along those lines (considering SE by proxy owns the Tomb Raider franchise, they could also call it that) and built the concept and story aspect on...treasure hunting. And before anyone asks, no, I do not want to see Lara Croft in Eorzea.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)


Since it was brought up again...This is an aside, but reading the blurb on rogues they pretty much went with my Robin Hood-esque approach but gave it to the base class (whywouldyoudothat?!.jpg). The only way I now see THF being implemented is if they went and called it Treasure Hunter or something along those lines (considering SE by proxy owns the Tomb Raider franchise, they could also call it that) and built the concept and story aspect on...treasure hunting. And before anyone asks, no, I do not want to see Lara Croft in Eorzea.
attempt #10000000
Please for the love of god explain to me what you people think the difference between rogue and thief is. Cause the only contention seems to be that Yoshi didn't call it thief.


A party is still eight people, and more content for large group would mean more problem to gather enough people.
And I don't know how they could prevent us from stacking better jobs if some of them really get the upper hand
Their problem is that Thief (Let's suppose Rogue = Thief) is not a job, but a class. And people use semantics to explain how the two have nothing in common although Ninja will play A LOT like Thief (We're still assuming Rogue = Thief) since 3/4 of its skills come from the class.
The best part is when they imply that Rogue won't have Thief's iconic skills without even knowing Rogue's skills
Last edited by Reynhart; 06-26-2014 at 06:34 AM.
DRG is more high damage, burst DPS. Slow animation.
MNK is Moderate damage, steady DPS, fast animation and needs to be at a certain position for max damage for the majority of there skills.
BRD is low damage, Crit galore, AOE and no moving penalties
BLM is high DPS, burst DPS, AOE king, penalize for moving to much.
SMN is Moderate DPS, burst DPS, pet management and steady damage
not sure about Ninja because it seems like they covered all
That's the way I see it though.
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