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  1. #1
    Player
    Ruminous's Avatar
    Join Date
    Jul 2015
    Posts
    232
    Character
    Minerva Goldwinne
    World
    Siren
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Ransu View Post
    I personally don't believe in the complexity argument. RPR for example is pretty brain dead easy to play and I'd have no problem with them doing high dps. My only view point on how much DPS a job should output is based on their kit, not how easy or difficult they are to play. SAM and BLM for example imo should ALWAYS be the top DPS because they offer nothing else to the raid. Their utility is their damage output. If another job is outperforming them then the BLM and SAM should be buffed or the overperforming job should be nerfed. Outside of that, the range of dps output should come down to how much utility you offer. The more raid utility you offer the lower your DPS should be.

    Its a simple viewpoint, but that's generally how I believe the balance of the game should be. Like in ARR it was difficult to deal with the double bard meta because bard had amazing raid utility to go along with high mobility to deal with mechanics easily and pretty good damage, especially paired with a dragoons piercing debuff, which lead to the design of adding a cast bar to bards "dps stance" in heavensward which naturally most people hated. Its also why MCH is so low in the damage category because they effectively have 100% uptime and no casting. I do personally think their output is a little too low though, but I agree with the design of them not competing with melee dps numbers. They should be outdpsing bard and dnc easily though.
    I like this line of thinking. Though I don't think jobs should be brain dead easy to play (I don't think reaper is that brain dead, it does have nuance to it because of how it builds and manages its resource), they also shouldn't involve finger ballet either. Heavensward was an example of where jobs had way too much to do in your opener that it might be hard to get it all down if the boss did anything other than just a typical raid or tankbuster. The machinist opener back then was...Something else, and for how hard you worked, the payoff just wasn't that great as the fight wore on.

    That being said though, complexity and nuance is nice in a job, as it allows you to sort of think about how you want to approach it beyond simply hitting 1-2-3. But also a job shouldn't be too hard that you're staring at the keyboard or controller because you have to push 15 unique buttons to do an opener and filler rotation. Strike a good balance between the two, I say.
    (3)

  2. #2
    Player
    CelestiCer's Avatar
    Join Date
    Apr 2022
    Location
    6.08 Hissatsu: Kaiten Give it back !!! obviously, mhm.
    Posts
    879
    Character
    Celesti Cer
    World
    Jenova
    Main Class
    Alchemist Lv 100
    Quote Originally Posted by Ruminous View Post
    snip
    I also agree that the " Complexity " argument is flawed.

    More Buttons for the sake of more Buttons can be as equally devastating as Less Buttons for the sake of less Buttons. Same goes if you replace the word " Buttons " with to much or to little - Nuance / Complexity / Actions Per Min etc. Gotta strike a balance that will appeal to the majority, or at the very least? allow it to be good enough to do " Most Content ". And then I started thinking of the other Argument I read in the past...

    " Stop Gate Keeping by keeping Jobs to difficult! "
    Valid opinion. Some games genuinely have content locked behind very difficult content as a secret bonus, just to name 1 example. Imagine for FFXIV that all mounts are locked behind Savage content as 1 awful example.

    So! Imagine a Pizza Diagram, with High-End Raiding content making up " 5% " of the slice, then Most Content would make up " 95% " of the remaining Diagram of which does not require mastery of a PvE combat or a Job to truly clear.

    Kind of reverse psychology. Cause if the argument was gate keeping due to Job complexity? it must mean content that's to difficult which would be Raiding which barely makes up 5% of the game. Well then what is the other 95% made of that isn't gate kept?
    • MainStoryQuest
    • Most YellowQuests
    • JobQuests
    • Most Dungeons
    • Glamour
    • Gold Saucer
    • Crafting
    • Gathering
    • Fishing
    • Sightseeing
    • Jumping Puzzles
    • Gold Saucer
    • Housing
    • Obtaining Most Mounts
    • Obtaining Most Minions
    • Triple Triad or Any Mini-Game honestly
    • Playing Instruments
    • All BeastTribes
    • All Fates
    • Hildebrand
    • Venues
    • Heck any RP of any Kind
    • Squadron Barracks
    • Firmament
    • Deep Dungeons
    • Every Cutscene ever
    • Every Seasonal event
    • Most Achievements
    • Most Titles
    • Bluemage Content
    • Any Trial before Extreme difficulty
    • Any Raid before Savage difficulty

    The list can go on... of which Job Complexity does not get in the way. I would even Argue high-end raiding isn't gate kept by Job Complexity, since the Enrage requirements overtime gets reduced with available iLvl... it's GateKept by players who are afraid to fail, but that's my opinion.

    Even so... it shows that Raiding truly barely makes up 5% of the game. How much of this tiny piece of Pizza slice? needs to be catered to the rest of the player-base? How much easier do we need to make jobs or even compromise making the Raiding difficulty easier?

    This is where I just Hard Disagree with the complexity argument. 6.08 Samurai or Kaiten or any difficult Job execution does not stand in the way of clearing most content, which outside of raiding makes up a lot. And even then? it doesn't stop anyone before from clearing any Raids.

    However... if the argument is they enjoy Simplifications, Homogenization? Okey, but I would say that's also flawed justification to the changes because that's equal to just never performing or learning Jobs properly, until it's watered down to a point it is " Tasteless without Flavor ", without some identify. Feeling different in Gameplay, none-stale that ruins gameplay designs

    As much as Kaiten meant so little to many? it meant a lot to a lot of us. And you can name any lost Skill from any Job. I do not agree with the changes. Even if we never get 6.08 Samurai back, that's just a standpoint I will not change from until they present truly something that is better and improved which is an expectation I won't dare to hold from a Company that willfully acts silent to the feedback they requested.
    (5)