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  1. #24
    Player
    HyoMinPark's Avatar
    Join Date
    Feb 2016
    Location
    Lavender Beds, Ward 13, Plot 41
    Posts
    7,339
    Character
    Hyomin Park
    World
    Cactuar
    Main Class
    Sage Lv 92
    In terms of design, Flourish is fine. Only adjustment it needs is for it to be learned at a level earlier than 72 so that DNCs can get used to managing it during burst windows sooner rather than later. It would also help with the boring, empty feeling the rotation has pre-70.


    EDIT now that I’m not on mobile because god, typing on mobile sucks:

    Quote Originally Posted by Harmonea View Post
    Notice I didn't point out a single potency buff? These are all about job QoL and flow. When an ability feels clunky for a large enough portion of the playerbase, SE is going to take a look at how it fundamentally works, regardless of whether the top 5% think it's perfectly fine.
    Can you prove that this is the case with Flourish?

    Quote Originally Posted by Harmonea View Post
    As for a source on the AST thing, it was in the Q&As surrounding the Vegas Fanfest in Oct 2016, which were about a month after 3.4 and the AST buffs. That Fanfest footage is trapped in the awful paid streaming service they used that year, so it's not feasible for me to find at work, but that should be enough for you to get looking... if you're actually interested.
    Well, if the developers were THAT concerned with AST being broken in the hands of a skilled player, need I remind them that it was their idea to give them +20% Balance (+10% AOE Balance) in Patch 3.4 as a panic measure to get people to play the job? If they were concerned about it being broken, that is of their own making. They were the ones who broke it—and then left it that way until Deltascape released in Stormblood...which got a lot of eyebrow raises from even the hardcore crowd.


    As an aside, the tone of the thread shifted from job design to balance in the midst of the conversation between myself and a few others regarding DNC’s current state in terms of job potency and damage. I suppose this shift in conversation is what prompted the misunderstanding between myself and you, Harmonea, with regards to what we were talking about. But I do have to add a little caveat to your proposal that job design should focus around the majority: you also need to be extremely careful that you do not redesign a job in such a way that removes rewarding complexity from it that high-tier players may enjoy. Sure, you can argue that they are the minority, but they also play this game. The designs of the current healers have done a fairly decent job of chasing away both high-tier and more casual players, and the changes to BRD stated during the Media Tour and the pre-expansion PLLs were not well received by those BRDs that enjoyed the complexities SB BRD offered them. Gameplay has to feel more than just smooth, simply, and easy—it needs to also feel rewarding.
    (3)
    Last edited by HyoMinPark; 11-21-2019 at 05:58 AM.
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    Hyomin Park#0055