
Originally Posted by
JunseiKei
ARR was very different to what we have now. I've said it in other posts, wew 30~35s being a mini tank buster from Twintania, plus mechanics. Funny how healing ultimate Twintania is easier than Twintania at minimum ilvl and lvl (my opinion, of course). Yeah, we were all pretty terrible then.
I'd really like to see some of this sort of design again. It's there, and it's possible to put together min ilvl groups, but something in new content many people will run?
I think the encounter design in this game is quite nice, but sometimes I wish we'd get a fight or two that has to be reacted to largely on the fly instead of the usual delicate choreography. Or mob raids (T4, A2). Variety helps.
Nothing to add or contest on the HW bits, except that AST at the very, very beginning was bad. After they buffed it, it was fine, but then they kept buffing it.
However, the XIV chose this and they obviously intended it to be this. However, having a RDM in party doesn't suddenly mean you won't clear content just because of the class. If anything, the XIV team balances based on how the job feels and a design document.
While I agree RDM should keep a healing/defensive streak, as someone who mained it in 11 and loves it in 1 and 5, I've been in debates with a lot of top players, including top RDM's who say the problem is Verraise and want it gone. The general thought is that if RDM's rDPS will always be behind BLM (or SUM), because of spammable raise, they just won't take Red Mages after prog. Especially not in its current state where it's so far behind as to be a liability. If RDM is functionally even or ahead of BLM, they wouldn't take BLM.
I've put forth a lot of alternatives, like trading the raise for defensive and healing CD's that help STOP people from dying to begin with (a la curing waltz) and don't eat GCD's like Vercure. The players in question don't buy it, usually bringing up pre-ShB BRD and NIN's dominance. There will always be a meta; I'm hopeful there can be diversity of function in it, but I'll admit it's always easier to just compress function and hope aesthetic and rotation can carry a uniqye feel.
The thing about this game and design is it's very much catered to people with limited time. A lot of high end players have, through one way or another, found themselves with ample time compared to the target demographic, to invest in the game and increase their skill through dedication. That doesn't make them the focus of content - the XIV team has gone out of their way to make content for them despite this (savage and ultimates).
Yoshida's comments to this end are precisely why I think they focus balance on the average, and I still think that's misguided (the balance point, not making an MMO people are hypothetically encouraged to walk away from periodically). I've no illusions that the majority of content made is aimed at the best players: Wildstar kinda showed how that story ends.
However, I think that even a game where most content is meant to be low stress should be partially balanced to reward skill on an emotional/feel level (instead of the practical benefits of faster loot and currency gain). There's a simple solution to this: make the job design deep, deeper than is needed for most content yet still useable in that content. For DPS and tanks, this is already there both in perfecting a rotation and, imo, in making use of support abilities even where they aren't strictly required.
Healing can't do this, because it's entirely dependent on the difficulty of the encounter and most encounters in this game cannot be too hard. Which is why I think healers need something else built into their kit which becomes the focus once healing itself becomes trivial.
Divekick isn't a serious fighting game nor is it balanced. One of the first things you learn in the FGC is that top players are opinionated and wrong and developers know it. The best balanced fighting game right now is Tekken 7, with Harada basically being known for his "don't ask me for shit" attitude. He seemingly cares very little about player feedback.
I'm mostly in the anime side of the scene, and I know firsthand from Elvenshadow that Arc System Works takes the opinions of (Japanese) Guilty Gear pros into account when doing balance patches. They don't let the pros rule their design decisions, but they do listen. Even when they don't, they're looking at tournament and high end arcade rankings to direct balancing decisions: they aren't looking at casual netplayers or the 2-3 dan players who come to the arcade once a month. My general sense of Capcom and SNK is that they're also watching what the top players do, though maybe not what they want. Can't speak to Tekken, never been part of that scene.
The fights are designed to be able to be figured out, but communicating on the fly is simply not needed in this game due to the scripted nature of the encounters. The only time you really need to really communicate is if something goes awry. Even if it were, I'd think most players would be too engrossed keeping up their rotations to want to type out things to communicate to others. I find it in bad design to create a game that requires voice communication while also not providing one or providing a poor implementation of it. I know some players would quote me and say voice communications are a standard for MMOs for the past 15+ years. I'd agree, as most MMOs have non-scripted fights or a list of moves a boss pulls from and can use in any order.
If being designed for PUGs is WHY we have so few random elements in fights, that just makes me want for that paradigm to change even more.
Exactly what I've been saying - that all of what I have been saying is in context of not being with a static as that is what the majority of content is done with (at least, for me). I don't dungeon crawl, run EX primals, run normal raids, run 24 man, etc. with the static. Heck, there will be a point where I'll end up doing savage with PF while the static will be regulated to ultimate until the next tier. That doesn't mean I have faith that this scholar will stop broiling to fit an indomitability or place down a much needed sacred soil for some mechanic.
Fun is subjective, though. Some will find perfect play as fun; always chasing those orange percentile numbers, while others will find it robotic and boring.
Fair enough.
As for less fun the better you get at it, that's speedrunning in a nutshell to me. This game comes across, to me, as knowledge being the gatekeeper. Once you know it, where is the fun, regardless of the role?
The fun is in continuing to learn how you can do even better. Do more damage, heal closer to the red line, beat the fight faster, make no mistakes, etc. Or, though few players do this, push the system with variant runs (solo healer, all tanks, undersized while at level, etc.). You find more things to learn. The more learning to do in the first place, the longer those new ventures will last you.