Results 1 to 10 of 127

Hybrid View

  1. #1
    Player
    ElHeggunte's Avatar
    Join Date
    Aug 2013
    Location
    The Nation of Domination
    Posts
    1,468
    Character
    Naiyah Nanaya
    World
    Diabolos
    Main Class
    Monk Lv 100
    I don’t rightly understand the hubbub about metas. There will always be a meta. If you remove or nerf synergy-based metas you’ll immediately see them replaced with DPS-based metas. You didn’t fix the meta, you only changed who’s in it while also removing any semblance of class identity.

    This is a community problem moreso than a design issue. All comps are viable, but players are sheep. They don’t want viable, they want the best. Since we’ll never have roles 100% equal to one another there will always be a “best” meaning there will always be a meta, even if that “best” class is only on top in a vacuum by a painfully negligible amount.
    (3)

  2. #2
    Player
    Nominous's Avatar
    Join Date
    Oct 2014
    Location
    Gridania
    Posts
    372
    Character
    Nominous Lhant
    World
    Balmung
    Main Class
    Lancer Lv 70
    Quote Originally Posted by ElHeggunte View Post
    I don’t rightly understand the hubbub about metas. There will always be a meta. If you remove or nerf synergy-based metas you’ll immediately see them replaced with DPS-based metas. You didn’t fix the meta, you only changed who’s in it while also removing any semblance of class identity.
    So, then the current incarnation of the combat system in the game is perfect, or as close to perfect as it can be? You believe it could benefit from no changes?

    This is the problem. Apathy. People just stop caring altogether because, "It's just one thing or the other. It'll just be replaced with another meta. Lol balance is so close why does it matter." They give passes for the mediocre and average because trying to improve on it, in their minds, is a zero sum game. Nobody discussing this is saying that it's the most devastating, prohibitive thing ever, but it's still important to at least talk about. Imagine if people applied this amount of apathy towards 1.0's launch, because, "What do you want, a perfect game?" They could have just let the game die, but the criticism gave way to 2.0, and tons of popularity.

    It should go without saying that all of these discussions taking place are because, no matter how small the margin, people want the game to be better and improve where it can. It... SHOULD go without saying. But the more common notion, is that campaigning for a better game, at least in this respect, is stupid because, "Lol Ultimate is so ez any Job can clear lololol". And for that matter, when people stop being "Sheep", and when Jobs stop getting meme'd on is when this stops being a topic for discussion.

    All I can say, is that we're all paying for this game. Out of principle alone, no matter the amount, you should want the best out of your money. If you don't care about that, that's fine, but I sure do, so I'll keep wanting for better.
    (2)
    Last edited by Nominous; 05-26-2018 at 12:33 PM.

  3. #3
    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 ElHeggunte View Post
    I don’t rightly understand the hubbub about metas. There will always be a meta. If you remove or nerf synergy-based metas you’ll immediately see them replaced with DPS-based metas. You didn’t fix the meta, you only changed who’s in it while also removing any semblance of class identity.

    This is a community problem moreso than a design issue. All comps are viable, but players are sheep. They don’t want viable, they want the best. Since we’ll never have roles 100% equal to one another there will always be a “best” meaning there will always be a meta, even if that “best” class is only on top in a vacuum by a painfully negligible amount.
    People are not necessarily focused on meta but competitiveness. Summoner doesn't struggle to slot into parties nor has White Mage this expansion. Even Monk after 4.1 has begun to find solid ground, albeit slowly. None of these jobs are meta, though White Mage is valued for prog. What they are is competitive. Contrast that with say, Samurai, which is objectively inferior to any of the three melee, assuming relatively equal skill, and you see the actual problem. Likewise, Bards and Machinists who care to optimize are utterly dependent on a Dragoon or they simply cannot optimize their jobs. Please, go ahead and explain why Physical Range requiring a Dragoon represents anything to do with their respective identity? How about Slash? Warrior, Ninja and Samurai can all apply. What identity do they apparently share? Job identity is little more than an excuse to not make changes which deviant from how the developers want us to play. It's why Yoshida recently lamented Warrior's infrequent use of Defiance. To which I say, "Because you give them no reason to bother with it. What did you expect would happen after implement Shirk?"

    I disagree. While the community can overstate how valuable the meta is. The design of this game wholly favours damage above everything else. A pure healer, for example, will spend upwards 60%+ of even Savage content doing absolutely nothing if they refuse to DPS. Likewise, Shirk and Diversion have made Enmity laughably simply, thus what else are tanks going to focus on?
    (2)

  4. #4
    Player
    Capn_Goggles's Avatar
    Join Date
    Jul 2017
    Posts
    175
    Character
    Yuri Goggles
    World
    Ultros
    Main Class
    Botanist Lv 80
    Quote Originally Posted by Bourne_Endeavor View Post
    It's why Yoshida recently lamented Warrior's infrequent use of Defiance. To which I say, "Because you give them no reason to bother with it. What did you expect would happen after implement Shirk?"
    If I had to choose between getting rid of tank stance and getting rid of shirk, I'd choose tank stance any day of the week. Shirk is an interesting and flexible tool that lets you give bonus enmity to your main tank, or seamlessly transition through a tank swap when prompted or otherwise compelled, or to troll your friends. Tank stance on the other hand is a passive "get hurt slightly less" and similarly renders enmity generation a complete joke, it doesn't offer any engaging mechanics or strategies, and by design curtails your damage to perform the job you should have already been capable of doing by default with no modification. Tank stance is just one of many half-baked ideas tanks have to deal with, but is unique in that it's one of the few half-baked ideas that persisted through countless overhauls and re-imaginings.

    Unfortunately, they're not really seeing the forest for the trees. Obviously they can tell that nobody in serious content is using tank stance, and we as the players can clearly see a paradigm shift toward managing your own enmity rather than leaving it to the tank, but the overall uselessness of the tank stances seems to be one of those concepts that has consistently eluded them, much like "why are tanks using crafted accessories beyond progression?" and "why do tanks meld for damage and not defense?".
    (0)
    Last edited by Capn_Goggles; 05-28-2018 at 02:44 AM.