No they should be about balance. It's a good thing that no one on the development team shares this terrible opinion and actually think about content balance and class balance.
I wasn't to impressed on the questions selected. Most of them were vague answers or questions for spoilers and asking for mounts/minions.
It sounded like yoshi said. Deal with the change and "git gud". When the problem wasn't really the damage, the problem was the freedom of the game play change for Bards/Archer. Of course he said the usual developer response as well "we will look into it"
Last edited by ScarecrowJames; 07-11-2015 at 10:13 AM.
How is it overpowered if we don't do more damage than the other classes?
Bard is easier to play with minuet on, since it's slower and no auto attacks so can face away from boss with no damage loss, so get good doesn't really make sense.
and they should be balanced, but balance should not come at the expense of fun
Last edited by Rikkustrife; 07-11-2015 at 10:20 AM.
They said in the very first sentence (and I even mentioned it before the live letter) that the reason for the change was that bards had an advantage in doing mechanics? How can the scale the difficulty of fights as our gear get better? Make more mechanics that require you to move around, which hurts every class other than bard? Make more DPS checks, which in that case people will just drop every class but melee from their groups? You don't even use this "freedom of movement" to do anything. What were you even doing when you could (and still can BTW, 1 cast doesn't consume the entire GCD unlike other classes) move between attacks?How is it overpowered if we don't do more damage than the other classes?
Bard is easier to play with minuet on, since it's slower and no auto attacks so can face away from boss with no damage loss, so get good doesn't really make sense.
and they should be balanced, but balance should not come at the expense of fun
we used freedom of movement to be able to use repelling shot between the global cooldown and continuously attack while dodging aoes, which is made up by our weapon damage being lower than the other classes
and we couldn't just move between attacks, we could move during them as well, like every other tp class can
So just using repelling shot. (which you can still do BTW). You don't have positional so you weren't moving while attacking for any reason. The fact that you can dodge AOEs and still have uptime is the reason the class lost mobility; you can't make any challenging content because bard exists. If they somehow did, then it would be impossible to play monk or black mage for whatever they implement.we used freedom of movement to be able to use repelling shot between the global cooldown and continuously attack while dodging aoes, which is made up by our weapon damage being lower than the other classes
and we couldn't just move between attacks, we could move during them as well, like every other tp class can
Wanderer's minuet doesn't make bard any harder to play though.
Just makes it unfun, and many bards are not using it to take that stance.
Also, Are we really going to talk about balance on class play styles? I mean really? People are so Jaded it seems. No fair I got to stand here and cast, but they can run around and shoot. So what? Play a bard also? Maybe you don't like your class as much as you think, if you are willing to cry about what others have. Giving more reasons to argue about being a caster bard.
You can have classes with different gameplay styles performing equally or close to equally in content. Making classes mechanically similar is a shortcut, and a bad one at that.
The balance to ARC/BRD gameplay was that despite constantly using abilities and being able to attack while moving, their damage per skill was low compared to other jobs. That was sort of the point. BRD = steady trickle of water. BLM = bucket of water. Or are you going to tell me that a Bloodletter/Misery's End crit was anywhere near the same postal code as a crit Fire III or Flare?
Last edited by Duelle; 07-11-2015 at 03:33 PM.
* 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)
You can have classes with different gameplay styles performing equally or close to equally in content. Making classes mechanically similar is a shortcut, and a bad one at that.
The balance to ARC/BRD gameplay was that despite constantly using abilities and being able to attack while moving, their damage per skill was low compared to other jobs. That was sort of the point. BRD = steady trickle of water. BLM = bucket of water. Or are you going to tell me that a Bloodletter/Misery's End crit was anywhere near the same postal code as a crit Fire III or Flare?
I stop trying to use logic.![]()
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