As much as I'd like to say no MMO ever truly dies, there was one worthwhile one that actually did the unthinkable and managed to die.
Rest in peace, Warhammer Online.
As much as I'd like to say no MMO ever truly dies, there was one worthwhile one that actually did the unthinkable and managed to die.
Rest in peace, Warhammer Online.
"I look through the forums and everyday..."
I found your problem.
This is just my opinion, but I think good games sometimes force players to leave their comfort zones. It doesn't have to be much, it doesn't have to be often, but there should be something new, something different that players have to experience.I would absolutely hate this approach.
So I have to specc my WHM for content A, AST for content B, SCH for C and SGE for D and switch the job depending on the content I want to play?
But I only ever want to play WHM. And a reskill before I start doing content is cumbersome at best.
This doesn't just apply to playing different jobs, but also things like the relic where everyone wants the same grind repeatedly.
Players who are unable to understand that a 1-2% difference in week 1 isn't what is preventing them from clearing in week 16 after they've geared nearly 20 ilvls past min should not be who jobs are balanced for or designed around, and especially not people who do not even do savage whining that "their job isn't good" in it. If they are and continue to be, there is nothing that will tangibly be able to happen in the future regarding job design.
People in here crying about "meta skillbuild" ironically out themselves as bad players. Cause meta "builds" already exist in this game: materia and rotation. How many of you do the BiS rotation? 2-3%? 98% of the games content is made in the way someone spamming 2 buttons and is semi-afk can complete it, why cry about "meta builds" if the game can already be completed by being completly suboptimal
For the "just play all the jobs" idea to even work, we'd need (to start, at the very least) a gear progression setup that wasn't timegated and cockblocked by the devs nonstop. The moment you try and get anything better than crafted gear or dungeon gear (lol) the game starts timegating you like crazy at pretty much every level, even for the stuff that isn't BiS. Want raid gear? Once a week at best. Want the good tome gear? Weekly cap on how many tomes you can earn. There's also the time investment of leveling a job to cap, the sheer chore-factor of it, and the matter of personal preference. Saying this as someone with every combat job at 90; I'm not touching SMN in its current form, no matter how "optimal" it becomes in the content I enjoy, because I don't enjoy it and I'm not about to spend weeks gearing a job I hate. It's that simple. I'd literally rather take a nap IRL than deal with that. The selling point of the job system is that you can play every job in the game, not that you have to. And that message is seen in every job progression system in the game. A lot of things would have to change for us to feasibly reach the sort of "screw balance, just play everything" goal you're talking about here, unless your only goal is buying 610 crafted gear and chilling in content where balance doesn't matter.
Bit of a pipe dream now, but I wish we had actual teams dedicated to each job. And those teams talked to each other, and to the raid teams, to create an actual holistic team based experience. Instead it's really obvious that they have like 4 guys responsible for every job in the game, so we get ez homogenization design choices and imbalance issues that make people question whether or not the jobs were even playtested.
Last edited by Avoidy; 05-06-2023 at 01:29 AM.
mfw "materia" when that makes even less difference than 1%People in here crying about "meta skillbuild" ironically out themselves as bad players. Cause meta "builds" already exist in this game: materia and rotation. How many of you do the BiS rotation? 2-3%? 98% of the games content is made in the way someone spamming 2 buttons and is semi-afk can complete it, why cry about "meta builds" if the game can already be completed by being completly suboptimal
Yes, I agree. Which is why even without housing raiders can be trapped to sub for the game for months (inb4 "BiS doesn't matter" when it's literally required for Ultimates)For the "just play all the jobs" idea to even work, we'd need (to start, at the very least) a gear progression setup that wasn't timegated and cockblocked by the devs nonstop. The moment you try and get anything better than crafted gear or dungeon gear (lol) the game starts timegating you like crazy at pretty much every level, even for the stuff that isn't BiS. Want raid gear? Once a week at best. Want the good tome gear? Weekly cap on how many tomes you can earn. There's also the time investment of leveling a job to cap, the sheer chore-factor of it, and the matter of personal preference. Saying this as someone with every combat job at 90; I'm not touching SMN in its current form, no matter how "optimal" it becomes in the content I enjoy. The selling point of the job system is that you can play every job in the game, not that you have to. And that message is seen in every job progression system in the game. A lot of things would have to change for us to feasibly reach the sort of "screw balance, just play everything" goal you're talking about here, unless your only goal is buying 610 crafted gear and chilling in content where balance doesn't matter.
Bit of a pipe dream now, but I wish we had actual teams dedicated to each job. And those teams talked to each other, and to the raid teams, to create an actual holistic team based experience. Instead it's really obvious that they have like 4 guys responsible for every job in the game, so we get ez homogenization design choices and imbalance issues that make people question whether or not the jobs were even playtested.
I love the game for what it is, but..
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