
Originally Posted by
Connor
I’m not going to pretend I’ve read through every word of these…’arguments’. But I simply don’t get any side lol.
Why does White Mage having ‘similar design philosophy to what it has now’ mean ‘it cannot get any new dps or non-healing abilities ever?’
So, designing each healer with a target 'camp' or gameplay 'cluster' to which they're meant to appeal, rather than just building up primarily from the job's roots and core, doesn't actually require that any job is left the same. That's a separate addendum that Renathras has assigned atop that.
Likewise, why does overlap between certain job capabilities have to be eradicated? Wouldn’t it make more sense to just design the jobs how they want as unique and interesting playstyles?
This depends on two prior decisions: (1) permitted kit size and (2) whether differentiation in means is also considered (instead of solely the basic categories of their outputs).
The first, the matter of ceilings to complexity / kit size (in terms of consequent nuance, available actions, and thereby its manner of optimizations/interactions, not just/necessarily button count), is pretty self-explanatory:
If the permitted kit size is large, then there's no harm in having some overlap, because there's enough space in the remainder for even the shared portions to feel totally different in practice because of unshared portions differently make use of them. But if the kit is only permitted to be quite small, then overlap leaves might not leave enough room for differentiation.
The second depends on whether one looks at the HOW of two jobs performing a given task, rather than just WHAT they are doing.
For instance, if you have a SCH that is able to increasingly manipulate an opponent's offense by destabilizing their aether through foreign mana pooled into them or bolster an ally's defense through much the same, with periodic and buffering effects (flat damage taken/dealt reduction) each behaving in a certain way, you might look at the fact that it uses, among other things, shields and DoTs, and that he can use Broil/Bane or Catalysis/Pulse to consume that pooled MP and say, "Well, he's just DoTing/shielding/nuking." At that point, even if other jobs could perform any of those function in a way that feels completely different, the person looking only at the end result, and evaluating it only categorically, might say then that AST shouldn't be allowed to use shields, DoTs, or nukes, because SCH already claimed that for its own "identity".
Which largely brings us back to the difference between defining, say, AST as the "Cards+Time-Space Magic" job (where that is permitted a variety of outputs and interactions, which wouldn't likely exclude any other job from anything but those specific intersections or unique considerations) or as the "Buffs" job, SCH as the "Galvanization+Aetherpool" jobor as the "Shields job (w/ pet?)", etc.
As for prescribed job difficulties (i.e ‘easy’ and ‘hard’ jobs), I feel like this is a bit of a redundant concept. Players will always naturally gravitate towards a playstyle that they prefer personally, so trying to prescribe difficulties can just make the choice of jobs feel more rigid and restricted.
I wholly agree that trying to prescribe difficulties is ridiculous. I don't think any but Ren, Gemina, and Velkellor have ever suggested specifically aiming for that, though, at least regarding healers. (Though you can find people asking for alternating "easy" jobs per gear class elsewhere, even on the Top Posts page right now...)
Most involved in healer threads on the official forums seem to simply be looking for the likes of "Easy to learn, but plenty thereafter to master, going so far as one wants to go (with this added throughput from mastery being largely excess to requirement, fairly intuitive steps to be taken towards increased mastery, and naturally diminishing returns at each step that inevitably make it still feasible to play all the healer jobs at once rather than being devoted to any single one)."
Personally, I prefer for job design to just keep giving player little tricks and techs they can play with wherever they can be found and would seem likely enjoyable. If it's so ridiculously finnicky that only <10 ms ping players with a perfect sense of timing could max it out, that might not be worth adding, but so long as there's a group that'd enjoy it larger than the difference to performance it'd make... cool; bring it on.
(It's worth noting here that the rewards for complexity inherently decrease as total/cumulative complexity increases. For example, mastering "Transpose lines" is quite literally harder than "keep your GCD rolling" but contributes only ~1% of the latter's contribution, in part because keeping that GCD rolling is the bottleneck for any uptime embonused by mastering Transpose lines. Similarly, knowing whether to start a fight with a double-Solar Blitz with this given party in this particular fight is going to make only a tiny difference compared to deliberate RoF alignments, which in turn are pretty inconsequential compared to even just hitting your CDs on CD, because each new means of reward can essentially only affect the benefits of its prior/more fundamental optimizations. Etc., etc.)
That said, you can have very real difference in difficulty as, on average, perceived across a large, randomized sample size of players. If it takes only a couple considerations to hit 80% of maximum throughput on one job, while such would net only 50% on another or need a few more and more complicated of considerations to reach that 80% performance... then, yeah, on average most players will find the second job more difficult. And if they then perform the same, there's an imbalance.
Easiest way to not have to face that to any significant extent: Just don't arbitrarily cap their skill ceilings or specifically aim to make a particular job "easy". At that point there's enough complexity, then, that subjective assessments of difficulty won't cluster significantly enough to say which job is easier/harder and, more importantly, they'll tend to perform more closely across varying skill levels, instead of one at best build OP for some and UP for others based on some threshold of effort/engagement.
I don’t think it’s accurate to say, for example, ‘Astrologian is the buff healer so that immediately precludes Scholar from all future buff or support skills’, ‘Sage is the dps healer so White Mages aren’t allowed to dps’. That wouldn’t make any sense either lol.
I agree, though the apt analogy would probably be more like "AST is the buff healer, so only they should have more than one type/form of buff" or "Sage is the DPS healer, so only they are allowed more than a very basic number of/interactions among offensive actions (i.e., so few as to be visually/mentally unobtrusive even to those who would rather just Malefic Spam)". A "Buffer healer" and a "healer with a single (type of) buff", and a "DPS healer" and a "Healer with (any) DPS", are quite different, after all. No one's asked to treat any category quite so broadly or with quite such mutual exclusion.