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  1. #31
    Player
    Kaeoni's Avatar
    Join Date
    May 2015
    Location
    Gridania
    Posts
    97
    Character
    Ein Sakuragi
    World
    Midgardsormr
    Main Class
    Ninja Lv 80
    Quote Originally Posted by Reynhart View Post
    Snip
    This is completely off topic, But I'm not the one who took it there... so don't blame me.

    I don't think from a Developers or Players perspective it's a good decision to emulate what happened with Sch and Smn.

    From a Developers standpoint it means less time spent playing their game. Less time spent in dungeons perpetuating the leveling process, something developers are constantly trying to keep active due to the influx of new players and old players leveling another class. It's something that constantly needs to be taken into account and monitored, otherwise players will get bored and quit the game before even getting into the really good stuff.


    From a Players standpoint it means less time spent learning a class they want to level and this is where bad habits can form, ones people might have avoided had they the experience and time put into the class. In the end, you're going to end up spending just as much time on summoner practicing on a dummy just to get yourself up to par, understanding your rotation and how a class is suppose to function in multiple scenarios. Except you're not given a dungeon and actual scenarios to practice them on. That is, unless like what SpookyGhost said, You systematically go through the dungeons again. Something you would have done in the first place, had your class not been shared with another.

    Leveling is suppose to be a learning experience, a gradual introduction to your class in a manageable form. I do agree that if you're looking to play Smn, it's nice to have had the option to be a Sch for faster DF Que times. But that honestly comes with the territory, If Que times are really your main concern then Healing and Tanking Might be a better class for you. Things aren't going to drastically change once you're capped level. I also like the idea of people trying something different for the sake of a parallel class. But I don't think people should avoid playing their desired class, just because Sch has a faster Que up.

    I also don't think it's fair to assume the worst possible scenario like always getting a low level dungeon in Roulettes all the way to 60. Not only is that statistically near an impossibility, but it's also not practical and efficient (also super boring, no one can honestly look me in the eye and tell me they don't want to try out their new found abilities).
    To be quite frank, it is a game design problem if Devs are not thinking about how they're intuitively teaching players how to play their own game. Whether you'd like to believe it or not, games teach you how to play them, usually without actually saying a single word. Developers generally do a pretty good job at respecting the intelligence level of their community. Some things DO need to be written out for you because they can't accurately be told through experience (things like what Duty finder actually is), especially in an MMO where it's easy to be overwhelmed with information, people new tho the MMO genre are susceptible to that problem. But how you play your class is for the most part up to the player, be it efficiently, or not. I don't believe it's fair to rob anyone of a leveling experience just to save a few hours.

    Land Sea Sky for example is from what I can tell a teaching tool to make players more comfortable with Savage and playing their own class effectively. You can focus on doing what your class was designed to do with these set benchmarks. So once you're actually raiding, you have already committed part of the fight to muscle memory, your rotations.

    The Question to ask is, Why did they introduce these? If you ask me, it's because they know a large % of people don't even want to attempt Savage. Not because they are incapable or inept. But because the game already does a poor job teaching you how to interact correctly with other human players. A lot of people go through this game riding Duty Finder. And you can do this, right up until the current end of story without speaking a single word to anyone. Much like our actual characters IN the story-line. Kinda ironic actually. Because of that, team work really suffers. Not only do you make fewer friends on the way up to capped level whom you might have formed a static with, you also don't do yourself any favors when the constructive criticism is coming from a random you might just think is being a dick. The Practice dummies won't fix the social problem or team work issue, But it'll help players not be as intimidated and hopefully seek out statics and groups to do the challenging content with a level of confidence they might not have had prior.

    TLDR; My opinion is, I don't think the positives outweigh the negatives when it comes to Arcanist splitting off into Smn/Sch. Teaching tools need to be strewn about the game that respect the player. It was a failed experiment I hope they don't repeat in the future.
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    Last edited by Kaeoni; 02-15-2016 at 07:00 PM.