I'm pretty sure the comment was more like, If I ask my dev team to do this again next time, they will all run away, so please enjoy this enormous expansion because it's the only time we'll be able to pull off something quite this big.
Jobs will probably come piecemeal from now on. Just as Aracanist and Rogue were released individually, so will the future jobs.
3 Jobs at once + new level cap is why DRK/MCH/AST don't have base classes. It's convoluted project management Developer-side forcing so much into a single patch, they won't make that mistake again. How it sounds all considered.
Well if u set the bar high - anything less or not equal will make them lose money. Hw was originally never meant to be this big. I hope with the influx of revenue for hw will be enough to make future exp of equal or better content scale
We understand balancing 3 jobs is tough b/c a job in ff comes with story, nps, missions, dialogue....etc... We get it if we can get jobs piece mealed at a steady rate like 2 per year then I think everyone wins
So what about people who are in the middle of those quests? I'm in 2.4 and am hitting the ilvl wall. Did I already go past my chance to get that gear?
Jobs aren't as simple as piecemealing them together. They can't just go ok Samurai, Red Mage, Blue Mage and Rune Mage GO!
They gotta go, ok how can we make a new tank role unique... Brainstorming phase, well if we used Rune mage maybe we could design as a job that heals itself through timing of abilities which allow it to absorb dmg into runes which can then be used for abilities to raise defense, enfeeble or heal themselves. K so if we use Runes will they be different stances, will there be a combo system that allows you to build up a rune and move onto a stronger run to unlock more potent special effects from abilities etc etc.
Or maybe Samurai, their main focus could be parrying and with each parry they gain an increase in parry rate as well as unlock abilities which use up the charges much like Warrior's wraiths. So we can design this job to be based around abiltiies which increase their parry rate while making that their unique payment cost for using certain abilities.
Taking a step back what about a healer role, hm hm, we've designed whm as potent healer, sch as the shield healer and Astrologian kinda plays in the middle of both, what could we do different with the healing role that wouldn't overshadow the current healers? Chemist, we could introduce it as the first non-magical based healer which uses "mixes" of elemental concoctions to produce special effects based on what was mixed. It could be like Ninja's mudras except more forgiving wherein we design ability slots to "save" certain concoctions and those concoctions can be used at a any given time where their TP cost, duration, recast etc etc are based on the potency of the concoction made. We could design this healer as a risk/reward in the sense that while we give them the option to "throw" concoctions at the players who need them they can also run and use them right next to the player to make them more potent. With that in mind we could also introduce a pet much like the machinist pet which could perform that task for the Chemist without putting themselves in harms way but they would have a cooldown as to how often they could do that.
And honestly, I am probably simplify the thought process more than what they go through, because it's easy to run down an idea and figure how the mechanics might work but it's more than just knowing how a job will work. You gotta know what their clothing concept will be, their weapon of choice, how their ability progression is, how they will balance compare to other jobs. It just becomes tougher and tougher as more jobs are added and we still don't know how well balanced things will end up. 3.0 is just a day away pretty much and it's possible that they could of still missed something regardless of how focused they tried to be on the matter.
Overall I'd say just enjoy the jobs we have now and be happy it isn't like 11 where I"d say the jobs never really get properly balanced.
while i wouldn't call it convoluted, it probably was very taxing for the design team to take on developing and integrating three jobs at once, on top of the new enemies, raids, and dungeons.Jobs will probably come piecemeal from now on. Just as Aracanist and Rogue were released individually, so will the future jobs.
3 Jobs at once + new level cap is why DRK/MCH/AST don't have base classes. It's convoluted project management Developer-side forcing so much into a single patch, they won't make that mistake again. How it sounds all considered.
Well perhaps they should work with a team larger than the five or six people that apparently create FFXIV? This is a big boy MMO now. Maybe it's time SE gave it more than a shoestring budget.
Myself, along with others I know, quit for the last 2 months. Yes indeed I would think se will not have a repeat of HW.
However, now that the long wait is over(nearly!), it feels twice as sweet. Actually have repeatedly imagined Yoshi p in a santa suit coming down my chimney ( deadly serious too ).
I think the dev team is facing a issue of content quantity vs content quality and the deadlines. Considering how they have been working on Reborn and Heavensward, is obvious they are not able to keep up anymore, and honestly, the game is since a few patches ago really massive in terms of "what to do" which lots of content in lots of areas and really long term goals for any kind of players, Heavensward will expand that, and i think is time they slow down on content developing times but increase the quality of content delivered.
In simplier words, is time for us, and the dev team, to relax a bit and enjoy what we have. Which is a lot, while future and very significant updates come up.
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