Really, the part of my post that escalated like this was directed at the post that ArcaviusGreyashe wrote. I guess I should have just used a quote, but I didn't think it necessary since I didn't think that someone would skip over what he wrote and then think I responded to them. Though then I'd have to look for multiple quotes for the second part, since those were directed at a more general crowd...
Well, that's kind of part of a problem. I never really said anything about that. I merely gave a reason as to why players in this game want new jobs so frequently when other games do so rarely, if ever.
Yes, I know. However, DPS have nine jobs with three distinct styles (ranged, melee, caster). Even if they did feel mostly the same (which they don't in my opinion, mind you, even if they do the same thing), a player would still have three times the classes to play with and level and their personal identities, no matter how small or large, would add to the games longevity for that player.
However, as healers or tanks, you have only three classes. In case of healers, they are far too similar to each other at the basic levels (though still Scholar and White Mage have their own quirks...Astrologian just steals em and adds cards, until the stormblood skills). A player that is currently playing have only three classes to try their hands at. And every one that they won't like due to the quirks (small or large, doesn't matter here) is a massive reduction, unlike for DPS.
Even if they were aiming to reduce the similarities and give more identity to the classes, the time it would take would matter little. The change would hit...and what?! The players with those classes at 70 will still have nothing to level, will just need to relearn the old ones. They may be less boring, yes, but there's still a large chunk of content "lost" for the player (or rather, not gained). Now, such a rework actually is equivalent to making a whole new class from scratch, except for the general concept. But everything that really takes time, making the skills, balancing them, needs to be done the same as for new class. And almost the same amount of effort (from a programmers point of view) gives less potential play time.
That is why I believe that they should be working on the identities of the current classes, while making new ones. Ideally in my opinion there would be as many DPS classes as the sum of tanks and healers (so 5 tanks, 5 healers and 10 damage dealers). Not because it may help with the queues or whatever. To give players that like this particular play style a wider selection, just like DPS have.
I do not think it is out of Squares reach (or their budget), and to be frank, there are far more ideas than needed that could be used for making them unique. So that's not a problem. The problem is Square and their unwillingness to see the problem within homogenization of classes (surprisingly...well, not really...this problem is a non-issue for DPS). But that's not something players have any effect on.
Well, the expansions are still released as a separate add-on to the game, thus are paid, while the updates are being released for free. The amount of content is another difference, but not the only one. And I just didn't really need to bring it up in this discussion since it served no purpose.
Nah, you didn't make it worse. Well, not as far as I am interested. I'm actually glad to have been able to respond to someone three times and be able to write something entirely different in each of them. Whether we agree or disagree is irrelevant here. And mistakes happen. It's how they are accompanied that puts a shade (or not) on the discussion.



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