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  1. #11
    Player
    Saraide's Avatar
    Join Date
    Jun 2021
    Posts
    3,082
    Character
    Saraide Derosa
    World
    Odin
    Main Class
    Dark Knight Lv 100
    The trinity isnt broken in content that is relevant for job balance. Dungeons are not content that is relevant for job balance. That only really starts with extreme trials.
    (2)

  2. 02-24-2022 07:04 AM

  3. #12
    Player
    Saraide's Avatar
    Join Date
    Jun 2021
    Posts
    3,082
    Character
    Saraide Derosa
    World
    Odin
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by WhiteWitch View Post
    But saying this means that trinity is null for most of the game that isn’t extreme /savage
    Job balance is not important for content that isnt extreme or savage. Warriors keeping people alive through dungeon bosses despite the healer eating one aoe too many makes for funny stories. Does that mean i'm against improving aoe sustain for the other tanks? No, not really. But it's just not the focus of job balance and I dont think rigorous job balance for dungeon content would make the game that much better. I think it would drastically limit how much better players can carry less experienced players and I dont think that's how dungeons should work.
    (0)

  4. #13
    Player
    sharknado's Avatar
    Join Date
    Aug 2021
    Posts
    366
    Character
    Sharknado Shortcake
    World
    Alpha
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Seraphor View Post
    There is no solution in an rpg where stat increases are the bare minimal mechanic of gameplay progression.
    WoW did fix that in Legion when they attached stamina/HP to ilvl. With higher and higher stamina you had way more HP so each tier or difficulty version dealt more and more damage so you still could be hit for 50% HP in newer content by a mechanic. Old instances got trivialized quickly though.

    So in the first raid of expansion you hit for 100 and could took like 50/100 hit, while by the end of expansion you could hit for 1000 and take 500/1000 hit... Absolute values were going way up but relative ones never changed.
    (0)

  5. #14
    Player
    SeverianLyonesse's Avatar
    Join Date
    Aug 2021
    Posts
    735
    Character
    Severian Lyonesse
    World
    Sargatanas
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by sharknado View Post
    WoW did fix that in Legion when they attached stamina/HP to ilvl. With higher and higher stamina you had way more HP so each tier or difficulty version dealt more and more damage so you still could be hit for 50% HP in newer content by a mechanic. Old instances got trivialized quickly though.

    So in the first raid of expansion you hit for 100 and could took like 50/100 hit, while by the end of expansion you could hit for 1000 and take 500/1000 hit... Absolute values were going way up but relative ones never changed.
    While I am fine with scaling down the player to replay old content (like GW2 does), scaling *up* enemies as the player progresses feels like decentivization.
    (3)

  6. #15
    Player
    sharknado's Avatar
    Join Date
    Aug 2021
    Posts
    366
    Character
    Sharknado Shortcake
    World
    Alpha
    Main Class
    White Mage Lv 100
    Quote Originally Posted by SeverianLyonesse View Post
    While I am fine with scaling down the player to replay old content (like GW2 does), scaling *up* enemies as the player progresses feels like decentivization.
    Like next 4 Pandaemonium bosses will have more HP, will deal more damage and drop better loot than the current ones, yet at intended ilvl relative values will be the same. FF14 is just way more conservative with ilvl increases so it's not that obvious.
    (2)

  7. #16
    Player
    AlereRaeder's Avatar
    Join Date
    Oct 2013
    Location
    Ul'dah
    Posts
    112
    Character
    Alere Raeder
    World
    Behemoth
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by sharknado View Post
    Like next 4 Pandaemonium bosses will have more HP, will deal more damage and drop better loot than the current ones, yet at intended ilvl relative values will be the same. FF14 is just way more conservative with ilvl increases so it's not that obvious.
    I can see the conservation ilevel increases to be polarizing. On one hand you get to enjoy the fight and are able to see mechanics to their completion due to the fact you can't just roll over the boss. On the other hand, you can't trivialize things by having a huge ilevel increase and can't roll over the the boss xD.

    Imo, it's a good balance state. It's just enough that players are allowed to do "speedkills" or different party compositions.
    (0)

  8. #17
    Player
    WaxSw's Avatar
    Join Date
    May 2019
    Posts
    660
    Character
    Waxillium Larede
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Saraide View Post
    . That only really starts with extreme trials.
    Both of the exs were cleared without healers when they were current and a sometime ago a full tank group cleared the first floor of savage, on top of the tank only clear of Ucob and a Sge solo heal of the second boss of savage, those are the examples that I know and I dont actively search for them because probably there are more out there
    (2)
    Last edited by WaxSw; 02-24-2022 at 09:22 AM.
    Quote Originally Posted by IttyBitty View Post
    Emnity management is a group responsibility, HP management is a group responsibility, Mitigation is a group responsibility ,DPS is a group responsibility
    Anybody saying "I only want to <x>" just tells me they are lazy and selfish.

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