
Originally Posted by
Kazrah
Although we had three jobs in Heavensward, at least two of them were close to useless. Astrologians weren't strong enough healers overall and Nocturnal Stance back then was next to pointless, while Machinist was found to be the absolute worst dps at that time due to the RNG component in their core combo and a more complicated rotation compared to what they have today. With two jobs, even though no fine details have been released on them, I'll gladly take solace knowing quality is taking precedence over quantity.
Of those two jobs, one was designed to chase a pie in the sky (AST) and the other looks slapped together (MCH). That speaks more of their approach to design rather than time/resource constraints, because if I had been present when they decided to make a weaker healer with RNG buffs to compensate for the lack of healing power, the first thing to come out of my mouth would be "scrap it and go back to the drawing board; that's a shit idea". Moreso if they actually mentioned the job would be a love child of WHM and SCH.
The next deep dungeon will look nothing like PotD, the next version of Diadem won't be the same load of floating landmasses
This defeats the purpose of making such a big deal about potD and Diadem, since both were introduced as content that would be built on over time. It's one thing to say "x expansion will make additions to Diadem/PotD", and another to say "X expansion will have its own version of Diadem/PotD". With the latter you're getting more of the same, but with a different coat of paint.
Mind you, I've taken issue with both since they were implemented, since they're nothing but content built on a gimmick (PotD) or under the guise of trying to be different (Diadem).
Sure, they might feel the same to the typical pessimist, but when a game like WoW starts borrowing ideas from it (i.e. more cutscene-based storytelling, elaboration of crafting and gathering professions), it doesn't look like there's all that much that needs fixing.
Borrowing elements of presentation (cutscenes) and returning some of the value to professions (which was taken away with WoD and was one of the things that expansion was panned for) is not much of an argument. If you'd mentioned the biggest thing they borrowed from FFXIV (relics), you might have an actual point. Though then I would add WoW did it better since at least to get the artifacts you have to do heroic things instead of doing animus books or farm FATEs to placate a washed out drunk and his ex-wife.
And trust me, there's plenty that needs/should be fixed, looked at, revised, or redesigned in this game.
Here's a short list, in case you're curious:
- Bonus Stat Points: this needs to be repurposed or removed from the game. The points serve no purpose other than to be put into that job's main stat.
- Stats in general: We've all heard the stories of how Parry is useless or how Accuracy is a binary stat.
- Materia: this needs a redesign. The assimilation system has proven to be unsustainable since materia acquisition is so RNG the devs ended up having to add NPCs that gave you materia in exchange for currency. That's a huge red flag.
- Tank and healer gameplay: Either redesign all tanks and healers to focus on their roles, or remove the limitations so that both can seamlessly switch between damage and healing/damage mitigation. Especially in the case of tanks, whose stances serve little purpose when tank gameplay in raids involves not using them most of the time (if at all).
- Passive Utility being king: AKA, why WAR and DRG have guaranteed raid spots. Leading to,
- Active Utility being nearly nil: Thanks to Wanderer's Palace speedruns, all dungeon mobs are immune to sleep. In turn, this means encounter design is poorer for it because things like Sleep and Repose get no use (no dangerous adds in raids that need to be slept, no mind-controlled raid members that need to be controlled until the MC wears off). By the same token, you don't see much in the way of added CC/other utility that could prove useful in fights. At least stuns and BRD/MCH resource regen and debuffs see some use, I guess.
- Raid instances: These are corridors leading to a boss. I know Yoshida mentioned bigger instances and more bosses per raid would delay the update schedule, but would that be a bad thing?
- MCH: As I mentioned, this thing is a slew of mechanics thrown together. Ammo was a missed opportunity. The entire job pretty much hinges on turret debuffs and Wildfire.
- Other job-specific issues: This would cover things like BRD with WM, why the devs stick to a two-healer meta, why the devs gave nearly every job stack mechanics or buff timers instead of unique resources and systems, and so on.
Any and all of the above mentioned could be good selling points for an expansion if SE were to acknowledge the problems and say "we're fixing this with Stormblood". While you may mention the tired "next expansion will fix it" WoW meme, every one of the things above is big enough that would require an expansion to address. I certainly can't expect SE to deal with the materia systems crap design mid-expansion, for example.