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  1. #11
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    I think there can be complex jobs, for players who like that this is important, but I don't think those jobs should get inflated damage by default. I would say their kit potentials is where they should or should not be taxed, and it's important to include if the job taxes itself to do that (for example using your fast cast, or burning damage, clemency is not the same as nascent flash, etc), and honestly even if it does come back to damage the first thought should be balancing for fun (and different audiences). Unfortunately as our jobs are essentially 'specs' like you might see a shadow priest or holy priest in WoW that therefore means if you like the black mage theme but don't like the mechanics... tough, too bad lol. I do think there should be effective easy jobs, as well as effective complex jobs- neither made worse or better assuming a skilled player plays both.

    One thing that always makes me smirk a little (little chocobo turd I am lol) is when I see more complex, highly theme'd, hardcore players blaming casuals on lack of job identity. Yet when the ice mages are clearly the casual you don't pay my subs, they were going to do whatever they wanted anyways- there is no gameplay value destroying a job so 1 button sam can still somehow mess up their rotation and be surprised they can summon a phoenix. It's clearly only valuable to homogenize due to the bean count at end game. We could very well have greater imbalanced jobs for MSQ content, wouldn't matter we're going to clear easy street anyways- you can't do that in tighter content without hell escaping.

    Sure 1 button sam may want an 'easy' to play job, but that's honestly separate from interesting to play or high / low skill range. Where even that skill range is not really worth addressing at MSQ if the content is designed to be essentially completed by a third or even a quarter of the group. In terms of fun / flavor being dumped, again that would be a high end content issue (or devs allocating challenging tasks to easier controls). As seen more easily in say MOBAs where we can quickly template 4 buttons, some with two passives lol- easy characters being OP, hard characters under performing in the wrong hands, etc.

    I think a lot are playing SMN currently because it's the most logical job (it's also probably the easiest), but also, imo, many FF fans are probably going "SMN, I AM A SMN!" lol. Chicken nugget, hot dorrito, and old booger* SMN had quality gameplay, imo, but felt awful to watch (imo lol). Now you've got a smooth experience with fantastic visuals. Already said before that I think the job is insanely simple prior to 86 and would like to see that brought in sooner, so I'm not like "perfect" but I can say someone who is loving PvP flavor and wishing more of our kits were unique.. that SMN (86+) is one of my more favorite to play currently, even though it is mentally the least challenging (purty lights, logical steps).

    I actually really dislike playing BLM in roulette because the job changes too much and I don't play it enough to remember how many flares, converts, or whatever is most optimal. Annoys me to play as it syncs around lol. Ninja probably my second least favorite, I can totally do the ninjitsu thing I just dont like to. That said I don't want BLM or NIN to change because I didn't love some aspect.

    *The chibi are kind of cute, but I was rather flabbergasted in 2.0 when they chose to represent one of the most visually grandiose and gorgeous jobs in gaming history with half formed chibi sprites. So no hate to whoever made them, but definitely had me scratchin my noggin on why they originally made SMN. Fun warlock, super iffy SMN.


    Also someone pour one out for all the ranged physical that get nerfed damage while the melee have huge circles to play with these days lol.


    Anyway tl;dr- I don't think challenge of a job should be bound to output. I don't mind the idea that each job has some room for good decisions and bad decisions though, but that is independent of the general concept of harder job does bigger brrrr on boss's face .
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    Last edited by Shougun; 06-15-2023 at 05:14 PM.