Obviously it wouldn't fix the job design, we're dealing with 2 separate problems here, boring job design and incredibly boring dungeon design, both stacking up in for example expert roulette to give a rather unsatisfying gameplay experience.Designing alternate paths wouldnt really solve the job homogeny because every mob encounter is literally dealt with the same role comp. No job is going to have any advantage over the other because mobs dont have any sort of weaknesses or tactics like in other rpgs. Literally we'd just be choosing "do we want to take this room with more mobs or less mobs?" Also the lack of gaining exp even makes this extremely moot.
I understand but the solutions provided are still faulty. The only way they could keep it more engaging is to either revamp the combat system to be more akin to what it was before, back when weaknesses, and debuffs and TP judged your playstyle or to go with a more rogue-like experience for dungeons. The problem with these two is that both options wouldnt sit well with the majority of players; with more engaging and complex combat making some of the combat potentially more frustrating for casuals (as it was in the past back when we still had those old systems) or with dungeons having more paths to explore but with the optimized playerbase always going for the most optimal route, those choices wont matter (as seen with old Toto-rak despite being a maze, people always went the optimal way anyway).
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.



Reply With Quote

