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  1. #1
    Player
    Maverick_Haas's Avatar
    Join Date
    Mar 2019
    Posts
    79
    Character
    Maverick Haas
    World
    Famfrit
    Main Class
    Reaper Lv 90
    Quote Originally Posted by ssunny2008 View Post
    Any serious gaming-company will keep "difficulty to execute" somehow in mind for the reasons i´ve already stated: "The average player", "More efford = more reward"
    ...
    And i´m pretty sure SE keeps difficulty in mind...
    I don´t know what you actually mean with "RPR is the most balanced gameplay-wise".
    ...
    And seriously MOBA´s can´t be counted. I´ve played LoL for years too.
    Difficulty to execute can be rewarded with many things, but in the case of FFXIV equating difficulty to execute to higher performance (in this case DPS) is problematic in my opinion. This means that unless you are playing that difficult class then you can't compete, so why bother playing any other class? If not for the LB penalty, whole teams would be constructed of SAMs, BLMs, GNBs, and ASTs, perhaps swapping one of the DPS with a token NIN, DRG, or BRD. Not saying every single class needs to be homogenized so it doesn't matter what class you bring, but when you can compete as different classes do you see a different variety of compositions which is what we have. But lets all be honest here, mostly all jobs are not difficult to use. There is a difficulty to get in to, but that's not the same thing as difficulty to use when conditioned. Coming from a BLM main (which is considered by many the most difficult class, though argued that old SMN was more difficult), BLM is not hard once you know a fight, you literally just sit there casting F4 with the occasional UI transition to regen mana.

    As for SMN, well I don't play it, but BLM has gotten several simplications with Xeno and reduced sharpcast and 2 triple cast charges and keeps it top DPS bar.

    RPR feels balanced in it's approach. It feels smooth and has power to match it's burstiness. This is subjective for me, but it feels like a well designed job.

    I brought up mobas because those are the types of games that have more turn over on balance, and even though there are times the meta certainly changes there are still times when you find a spinning Garen coming out of the bush and being completely unable to do anything. But certainly it is a pvp game so the way it's balanced is different with there being a meta of counter picking. But I believe my point still stands, some champs who are easy to play (like Garen) are still viable and can overpower more difficult rated champs. One the otherside of that argument, using HOTS, Abathur is an extremely hard hero to play, and isn't a complete powerhouse. However their usefulness is great via other mechanics when used correctly. But I digress, I understand it's not a 1-to-1 comparison, but I wanted to show that you can have difficult classes that don't directly transition to being top DPS.

    I dunno, why haven't we seen a difficult to play utility class/job? Or a hard to play tank? I suppose healers can have some difficulty to them, but anytime difficulty comes up it's always about DPS.
    (1)

  2. #2
    Player
    Scuoll's Avatar
    Join Date
    Oct 2021
    Posts
    40
    Character
    Scuoll Xyz
    World
    Ragnarok
    Main Class
    Reaper Lv 90
    Quote Originally Posted by Maverick_Haas View Post
    Difficulty to execute can be rewarded with many things, but in the case of FFXIV equating difficulty to execute to higher performance (in this case DPS) is problematic in my opinion. This means that unless you are playing that difficult class then you can't compete, so why bother playing any other class? If not for the LB penalty, whole teams would be constructed of SAMs, BLMs, GNBs, and ASTs, perhaps swapping one of the DPS with a token NIN, DRG, or BRD. Not saying every single class needs to be homogenized so it doesn't matter what class you bring, but when you can compete as different classes do you see a different variety of compositions which is what we have. But lets all be honest here, mostly all jobs are not difficult to use. There is a difficulty to get in to, but that's not the same thing as difficulty to use when conditioned. Coming from a BLM main (which is considered by many the most difficult class, though argued that old SMN was more difficult), BLM is not hard once you know a fight, you literally just sit there casting F4 with the occasional UI transition to regen mana.

    As for SMN, well I don't play it, but BLM has gotten several simplications with Xeno and reduced sharpcast and 2 triple cast charges and keeps it top DPS bar.

    RPR feels balanced in it's approach. It feels smooth and has power to match it's burstiness. This is subjective for me, but it feels like a well designed job.
    I understand what you are saying and i somewhat agree, that overall you shouldnt be forced to play the harder classes to get better results, and that balance should be tighter in general so that you can play whatever without huge discrepancies in performance.

    However i also do think that the current situation is even worse that the hypothetical scenario where difficulty rewards you with higher numbers , having the easier class be the one that excels at everything, by your own logic, players that want to perform the best should be looking to swap to reaper right now, and getting better results for less effort just feels sort of cheap?
    I agree neither is desirable though.

    I am newish to the game and i have really no clue if the devs have someone read these posts and relay it to them, especially during the holidays, but i think a general sentiment most people can get behind is that people dont want to feel like they are being punished arbirtrarily for not playing a clear cut superior option, and right now because of several reasons, odds are the average player will perform way better on reaper than the other melees.
    (2)

  3. #3
    Player
    CKNovel's Avatar
    Join Date
    Aug 2019
    Posts
    1,915
    Character
    Cassia Kaedhan
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Maverick_Haas View Post
    Difficulty to execute can be rewarded with many things, but in the case of FFXIV equating difficulty to execute to higher performance (in this case DPS) is problematic in my opinion..
    Yes, completely.
    DPS only serves to beat enrage and to speedkill. If you struggle with a clear, it's about execution, if you can't execute the tier properly then you will have to rely on the tomestones gear.
    Especially with tomestones weapons much more accessible.

    SMN is a great example. RDM is not excessively hard to play, yet SMN is far below RDM. Considering SMN healing is limited and RDM can res as it wants, why should you bring a SMN over a RDM?
    SMN is simply never rewarded for their efforts while the RDM is despite them being on a low complexity level.
    It's also a problem with the ranged role. MCH only brings damage, BRD and DNC can assist much more to the team survival. In the current state, why should you even consider bringing a MCH?

    Obviously the answer to both questions is because people play the job they want and that in the end, DPS doesn't matter. But if DPS doesn't matter, then there is no problem with buffing certain jobs.
    You still need a balance a bit, otherwise if healer or tank would do as much damage as the DPS, you would see these roles replacing the DPS.
    On top of that, difficulty based on the role varies a lot , look at P1 and P2, damn big hitboxes and free positionnals on P2. We also had E3S and E7S with no positionnals and big hitboxes, E12S with massive hitboxes.
    (2)