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  1. #1
    Player
    MomomiMomi's Avatar
    Join Date
    Aug 2014
    Posts
    2,527
    Character
    Momomi Momi
    World
    Behemoth
    Main Class
    Alchemist Lv 90
    Quote Originally Posted by Bourne_Endeavor View Post
    To give a recent example. I swapped a piece of gear while running Nidhogg EX and immediately noticed my DPS jump up. Skill trees need an equivalent feeling or what purpose to they serve? Okay, it might fun to mess around with silly combinations. But the developers can't build a system around a potential novelty.
    It seems that the only impact that matters to you is to see your performance improve. I think that's why you understand why people want changes. People who want more options aren't saying that they want them for performance reasons. They want them for fun.

    Here you're using an example of "my DPS went up, so I can feel the impact of the change." For me, no matter how much my DPS goes up, if the way I'm playing has not changed, I don't feel the impact of my gear. It has to change how I play for it to have an impact. If my spells are going off faster, if one spell is improved over the others, if my DoTs are improved over my other spells. These are changes in how I play the game. These are changes I can feel. I don't feel my DPS going up in the current system, I can only see it.
    (4)

  2. #2
    Player
    Thunda_Cat_SMASH's Avatar
    Join Date
    Dec 2014
    Posts
    2,105
    Character
    Sylvana Tenebri
    World
    Malboro
    Main Class
    Marauder Lv 79
    Impact on performance is the only thing that matters. If you're not doing your role better, why take a sub par skill? It's like asking a MCH to tank while a PLD spams GB.
    (0)

  3. #3
    Player
    MomomiMomi's Avatar
    Join Date
    Aug 2014
    Posts
    2,527
    Character
    Momomi Momi
    World
    Behemoth
    Main Class
    Alchemist Lv 90
    Quote Originally Posted by Thunda_Cat_SMASH View Post
    Impact on performance is the only thing that matters to me. If you're not doing your role better, why take a sub par skill? It's like asking a MCH to tank while a PLD spams GB.
    Fixed that for you.
    (2)

  4. #4
    Player
    Neophyte's Avatar
    Join Date
    May 2015
    Posts
    940
    Character
    Mim Silmaril
    World
    Phoenix
    Main Class
    Summoner Lv 90
    Quote Originally Posted by MomomiMomi View Post
    For me, no matter how much my DPS goes up, if the way I'm playing has not changed, I don't feel the impact of my gear. It has to change how I play for it to have an impact. If my spells are going off faster, if one spell is improved over the others, if my DoTs are improved over my other spells. These are changes in how I play the game. These are changes I can feel. I don't feel my DPS going up in the current system, I can only see it.
    If you want to have a different playstyle, FF enables you to change to whichever job you want and be geared to do whatever content you want in a reasonable time.
    And for now that's all you get in differentiation.

    I know, people can demand everything without having to think it really through, but..
    Let's just look at the dev team.. we don't know the actual size, but what we know is this: They were able to create 3 jobs for one expansion + 5 skills for existing classes. Followed by months of tweaking. And people where or are still upset with a lot of things.

    How long do you think they'll need to expand the skills of all 13 jobs to have at least 2-3 different "playstyles" each?
    Even if they want to do something like this (it's not like they can do everything they want to), they would have to aim for 5.0 or 6.0, maybe?! Ye, present that to the people who say "I AM BORED NOOOOW"...
    They're lost (for now) anyway, any such deep system change created withing a timespan of only 3-6 months can only end up in failure.
    To put that lot of work into a new system, which is (possible) harder to manage and which is no guaranted success is a high risk, so there have to be drastic loss of players before that. Because if people want drastic changes like 1.0->2.0, then there has to be circumstances like in that time.

    Also I personally rather want new jobs to differintiate playstyle more than to get different templates for the existing classes. That kinda suits the old FF job style.
    (3)
    Last edited by Neophyte; 09-27-2016 at 08:02 AM.

  5. #5
    Player Kaurie's Avatar
    Join Date
    Apr 2015
    Posts
    2,427
    Character
    Kaurie Lorhart
    World
    Leviathan
    Main Class
    Summoner Lv 80
    Quote Originally Posted by Neophyte View Post
    If you want to have a different playstyle, FF enables you to change to whichever job you want and be geared to do whatever content you want in a reasonable time.
    And for now that's all you get in differentiation.


    I know, people can demand everything without having to think it really through, but..
    Let's just look at the dev team.. we don't know the actual size, but what we know is this: They were able to create 3 jobs for one expansion + 5 skills for existing classes. Followed by months of tweaking. And people where or are still upset with a lot of things.

    How long do you think they'll need to expand the skills of all 13 jobs to have at least 2-3 different "playstyles" each?
    Even if they want to do something like this (it's not like they can do everything they want to), they would have to aim for 5.0 or 6.0, maybe?! Ye, present that to the people who say "I AM BORED NOOOOW"...
    They're lost (for now) anyway, any such deep system change created withing a timespan of only 3-6 months can only end up in failure.
    To put that lot of work into a new system, which is (possible) harder to manage and which is no guaranted success is a high risk, so there have to be drastic loss of players before that. Because if people want drastic changes like 1.0->2.0, then there has to be circumstances like in that time.

    Also I personally rather want new jobs to differintiate playstyle more than to get different templates for the existing classes. That kinda suits the old FF job style.
    I think that creating an entire new class would take longer than making some of the minor changes to existing systems that I have been proposing.

    People also are not "demanding" things, they are expressing their input, so that the dev team has the knowledge to design a game that caters to their playerbase.
    (5)

  6. #6
    Player
    Bourne_Endeavor's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    5,377
    Character
    Cassandra Solidor
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Kaurie View Post
    I think that creating an entire new class would take longer than making some of the minor changes to existing systems that I have been proposing.

    People also are not "demanding" things, they are expressing their input, so that the dev team has the knowledge to design a game that caters to their playerbase.
    You would be surprised. To use Dragoon, they are sitting on 27 abilities. A skill tree effectively doubles or triples that number as they now have to balance around the possibility of all those additional perks people may choose. Comparatively, a new job is static. They will already have an idea of what role it will serve, thus they needs only design skills around that one idea and balance them accordingly.
    (2)

  7. #7
    Player
    loreleidiangelo's Avatar
    Join Date
    Apr 2014
    Location
    Ul'dah
    Posts
    1,731
    Character
    Lorelei Diangelo
    World
    Leviathan
    Main Class
    Dancer Lv 74
    Quote Originally Posted by Bourne_Endeavor View Post
    You would be surprised. To use Dragoon, they are sitting on 27 abilities. A skill tree effectively doubles or triples that number as they now have to balance around the possibility of all those additional perks people may choose. Comparatively, a new job is static. They will already have an idea of what role it will serve, thus they needs only design skills around that one idea and balance them accordingly.
    By the devs' own admissions, it seems like they're looking into pruning abilities and rotations with the next expansion, though. You're right though, considering what a disaster Astrologian has been to balance I'm not entirely sure I'd trust the XIV dev team with something as work-intensive as talent trees, lol.
    (3)