I'd just want to read opinions from other people as to why they implemented the 15/11 limit in their new design for classes (15 Actions, 11 Job Traits).
Maybe by putting all of our ideas together I'll be able to understand what developers had in their minds, and at that point maybe I'll be able to say I agree or not with their point.
To me it seems a particularly useless set of chains they're binding themselves with, with their own hands.
Let me explain further.
If it were about having a "generic goal" of making so classes stay as close as possible to 15/11 it wouldn't be that bad, but here we're talking about a very strict rule they have to follow no matter what.
They have to make so classes are:
- Fun to play
- Different enough from each other
- More or less balanced (can't have too strong and too weak classes
I perfectly understand and agree with this, but setting a 15/11 limit is not the way the go, it can actually create more issues than the ones it may solve.
What if a class reaches the forementioned three goals with, say, 12/9? They'd be "forced" to add 3 further actions and 2 further traits.
But since the class is already fun, different and balanced, those new things will most likely be useless, unoriginal and, in reality, just "placeholders".
They wouldn't add those things because the class needs them or because they thing the class would benefit from them, but because they HAVE TO, to respect the 15/11 limit they imposed on themselves.
Opposite situation, what happens if 15/11 is not enough?
They won't be able to do anything, because they have to respect the 15/11 limit.
Which brings us exactely to the Disciples of Magic problem with this incoming patch 1.20.
15 actions can possibly be enough for a melee class, which tipically relies on stances and abilities, but it will never be enough for a magic class which relies on a couple of abilities but also on a wide variety of spells.
The class reforms shows this issues quite clearly, 15 is not enough to offer variety up to the standards a Final Fantasy game is supposed to live up to.
They made quite a big mess there... even with the splitting of spells between CNJ and THM and the lack of water ones.
The source of these problems lies in two main causes, imo
- They promised CNJ > WHM and THM > BLM. That's of course wrong because of many reasons, it should have been CNJ > WHM + BLM and THM > something else. But of course they couldn't help it because it wouldn't be "balanced" to add 2 jobs to CNJ and 1 to every other class (altough eventually that will happen, just not in time for 1.21 of course)
- Even removing most of the debuffs, the majority of which had a debateable efficiency anyway, you're still bound to 15 actions between job abilities and spells, for a whole group of 50 levels... that's really wrong.
The problem at 1) wasn't an easy one, and the source of that is probably in the bad planning the original team did while creating the two different DoM classes.
But still... have they tried enough? And while I can understand there was no easy solution to this issue, is the one they found satisfying? For me, it's rather disappointing.
And the problem at 2) I just don't understand.
Which brings us back to the main question of this thread:
What is the purpose of having the strict limit of 15/11 actions?
What do they gain from that? What do we gain from that?
It seems to me just a limit for developers that will only bring issues, rather than solving them.