
Originally Posted by
dezzmont
In game design 'utility' can be really hard to codify, because it comes in two flavors: Tangible (Ex: Trick attack, dance partner, regens, leylines), and Intangible (Ex: En Avant).
If utility is something that is adding to a numerical value that your constantly comparing, it is easy to design but can often feel either invisible (Ex: Bard songs), helpful (regens when they won't ever be a difference maker in even getting the healer one more cast), or overwhelming (old trick attack or piercing/slashing debuffs for example). Its also hard to make even really strong ones feel good or to make them noticeable for your teammates. A few feel REALLY good (Leylines) because they both are a meaningful DPS increase AND are visible in how they are helping you (It isn't an accident many of the 'fun' utility is a speed increase, because casting more is very visible), but overall even when these are good they lack any real 'highpoint' compared to a big attack with a flashy animation.
Intangible utility is easier to make feel impactful to some degree, and as long as their use cases come up remotely often (ex: Aetherial Manipulation and Between the Lines are very frequently useful to maintain uptime), but they can be much harder to keep relevant (Ex: DPS Esunas, heavies, stuns) because they can break encounters, and its harder to overall design them because by their nature they are introducing entirely new mechanics to the fight. Most of the ones that 'work' in XIV are movement, and tank damage reduction effects, though "rez-mage" gets a special mention. XIV used to have more of these, but most were considered bad (ex: Ewer cards) or frustrating to use (manashift) and the game pushed away from these.