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  1. #1
    Player
    Turtledeluxe's Avatar
    Join Date
    Feb 2023
    Posts
    1,267
    Character
    Kinda Hungry
    World
    Siren
    Main Class
    Black Mage Lv 100
    If you make fights more healing intensive you risk alienating less skilled healers. Imo the devs won't risk this.

    The solution is not complicated. If a class, any class, isn't fun to play...reevaluate it and make it fun to play. That's a developer's job. That's the purpose of games. Fun. If devs think a class is fun but player feedback isn't matching up, look at player feedback and make adjustments. Adjustments can always be changed again. It would be nice if there was a perfect instant solution that would satisfy all healers but it's likely that any new rotations will attract additional feedback. It's just a question of whether devs are willing or capable of imagining unique and interesting ways to spice up old jobs.
    (7)

  2. #2
    Player
    SieyaM's Avatar
    Join Date
    Nov 2017
    Posts
    1,189
    Character
    Sieya Mizuno
    World
    Gilgamesh
    Main Class
    Arcanist Lv 100
    Quote Originally Posted by Turtledeluxe View Post
    If you make fights more healing intensive you risk alienating less skilled healers. Imo the devs won't risk this.

    The solution is not complicated. If a class, any class, isn't fun to play...reevaluate it and make it fun to play. That's a developer's job. That's the purpose of games. Fun. If devs think a class is fun but player feedback isn't matching up, look at player feedback and make adjustments. Adjustments can always be changed again. It would be nice if there was a perfect instant solution that would satisfy all healers but it's likely that any new rotations will attract additional feedback. It's just a question of whether devs are willing or capable of imagining unique and interesting ways to spice up old jobs.
    I get the feeling that fun is very distant from the priorities of job design. Balance in 8 man savage raids is the only concern they have when creating new jobs and adjusting exiting ones. What they are trying to do above all else is make sure that everyone is capable of the same DPS in a short encounter against a single enemy in an arena and that the tools they have will make up for any difference in these numbers.
    (2)

  3. #3
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,421
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by SieyaM View Post
    I get the feeling that fun is very distant from the priorities of job design. Balance in 8 man savage raids is the only concern they have when creating new jobs and adjusting exiting ones. What they are trying to do above all else is make sure that everyone is capable of the same DPS in a short encounter against a single enemy in an arena and that the tools they have will make up for any difference in these numbers.
    That's both a blessing and a curse... I remember my days in WoW being awful not really knowing wether or not my class (or favorite spec) would be viable or miserable to play in the following patch because it was a rollercoaster of adjustments every major patch. While I love the fact that I won't really worry about this in the same way by playing XIV - and pointing to the fact that the dps 'abyss' here is much narrower withing jobs of the same role - the lack of diversity gets to me at some point.
    (2)

  4. #4
    Player
    Turtledeluxe's Avatar
    Join Date
    Feb 2023
    Posts
    1,267
    Character
    Kinda Hungry
    World
    Siren
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by SieyaM View Post
    I get the feeling that fun is very distant from the priorities of job design. Balance in 8 man savage raids is the only concern they have when creating new jobs and adjusting exiting ones. What they are trying to do above all else is make sure that everyone is capable of the same DPS in a short encounter against a single enemy in an arena and that the tools they have will make up for any difference in these numbers.
    I 100% agree and it's why at every chance I get, I post against listening to raider feedback. Raider feedback has dictated combat and Job design long enough. The team needs to get back to whether or not jobs feel unique and fun and creative encounters. On the subject of the 2 min meta Yoshi P himself has said they are open to taking risks but players don't want it. So we have to tell them we want it, even if it only results in small changes. I'm not saying the game needs to go full Heavensward but did we have to go so totally far into the opposite direction? Also is it literally impossible to give jobs fun gameplay loops at the cost of balance? I don't buy that.
    (6)