we share at least 90% of DNA
we share at least 90% of DNA
Kupo <3 them spreadsheets kupo <3 lol jk
Kupo!
What I want them to make:
A bestmaster job who captures monsters and uses them to fight other monsters;
A geomancer job whose spells have different properities based on the current weather and terrain.
What they would probably make:
A beastmaster job that summons monsters as sfx for their abilities;
A geomancer job that uses weather as sfx for their spells.
Beastmaster has a lot of potential as a Limited Job, I think. BLU has some really fun unique content, and most people that meme on it haven't even tried it. I imagine something akin to the The Masked Carnivale, where you need specific monsters to clear unique challenges. And then of course parties of 8 Beast Masters clearing Savage could also be a lot of fun.What I want them to make:
A bestmaster job who captures monsters and uses them to fight other monsters;
A geomancer job whose spells have different properities based on the current weather and terrain.
What they would probably make:
A beastmaster job that summons monsters as sfx for their abilities;
A geomancer job that uses weather as sfx for their spells.
Geomancer sounds too situational, as you described it. I think other people have said this before, but I feel the issue it's not so much with Jobs themselves, and more with encounter design. I'm not a game designer and I don't run the hard content enough to offer realistic ideas, but I think of stuff like... "This phase requires more Black Magic, so BLM and RDM can provide good value here" or "Boss is immune unless Bard sings this song", but I guess that runs the risk of becoming gimmicky and forcing people into certain jobs for some encounters? I guess they wanna avoid that, and I read somewhere that SVG/ULT raiders don't care too much for gimmicky fights.
Players complain when one job can do something and others can't. In fact, even as we speak, I see people complaining about that on these forums occasionally. They are asking for PLD to get their gap closer earlier like other tanks (in other words, homogenization). Before that, they were asking for WAR's gap closer to not cost gauge (homogenization). Before that, they were asking for PLD to have a gap closer in the first place like DRK (homogenization). Before that, they were saying WAR lacked utility compared to PLD, so SE responded and gave it things like Shake it Off and Nascent Flash (homogenization). Before that, they were saying blocks should work on magic (resulting in Sheltron being similar to Rampart) and that Parry shouldn't exist (resulting in Raw Intuition being similar to Rampart).
The point is, homogenization is something players asked for, most likely including many of the people who later criticize it since many of these requests are on the forums too. They just didn't realize they were asking for homogenization.
Gauges replaced status effect tracking in Stormblood, because SE felt status effects were too complicated for many casual players to track or understand, and even got confusing for some veterans, showing an example of a long row of status effects that included cross-class skills. That's why the ones on PLD probably won't last.- Deals damage, fills some gauge/gains a marker;
In other news, there is no technical debt from 1.0.
"We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
https://youtu.be/ge32wNPaJKk?t=560
At the root, it is probably closer to being accurate than you probably realise.
As for your points, you seem to want something, but do not care about how it potentially affects the game, either positively or negatively. You just want it how you want it. Unfortunately, that isn't how it works, there are consequences for everything and understanding the consequences is important when making decisions, especially in cases where a potential decision limits party formation.
you will fell cleave and you will like it.
Yeah no sh*t, that's what I was literally explaining. We're saying the same thing, but my position is that fun and engagement is more important overall. Where you believe balance is king. Balance is where fun goes to die, because everyone and everything is equal.At the root, it is probably closer to being accurate than you probably realise.
As for your points, you seem to want something, but do not care about how it potentially affects the game, either positively or negatively. You just want it how you want it. Unfortunately, that isn't how it works, there are consequences for everything and understanding the consequences is important when making decisions, especially in cases where a potential decision limits party formation.
It's like you understand the issue, but refuse to comprehend that it's a problem for replayability and engagement. They're complex issues that have been boiled down into simple systems by SE to avoid any future complicated design decisions or need of foresight. They're afraid of problem solving and balance issues - But still, to this day fail to prevent those issues no matter how hard they try. So maybe.. Just maybe stop caring so much about balance, and focus on gameplay and class fantasy.
It's like SE has anxiety that it'll make the wrong decisions, so it just avoids confrontation and reduces the amount of potential problems by removing them entirely.
There's an interview recently where someone asks WoW devs how it must be difficult to design all of the abilities and allow customization through a Talent Tree. Knowing someone might not pick that player because yada, yada. While XIV is so afraid of it - WoW just doesn't care. They're more focused on game feel. https://www.youtube.com/watch?v=af99bZVqRsc&t=504s
This is also a great discussion from Work To Game "Why Jobs Are Homogenized and Not Unique?" https://youtu.be/PDxI4nv7JmI
We SEE Class Fantasy, but we don't FEEL Class Fantasy. It just no longer exists today. Everyone's a Builder/Spender Ranged DPS.
When the meta and content style is set in stone, when the basic encounters are no longer engaging, the combat overall becomes stale. It's felt stale since Shadowbringers, and it continues to be stale. It's only getting worse.
The actual irony that we're so happy to have all classes on one character.. Yet they all do the same. exact. thing. Seriously missed opportunities with hot swapping classes that have actual diversity and playstyles.
They're just grind milestones now, nothing else. You know it, and I know it.
what a shame SE.
Last edited by R041; 04-26-2023 at 05:42 AM.
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