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  1. #1
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by Banriikku View Post
    The gap between "sprouts" and "expierenced players" needs to be lessened. Is out of context and used as a weapon. This gap dont need to be lessened. It needs to be extened. The only moment where it is a problem is when you cant play as a "skill floor" player basic content BUT this is not true for FF14. You can play and clear all skill floor content absolutly fine and without worries.
    I was fine if cleric stance remained on a single job, but I feel it would be an example of a skill where it created way too much of a gap at the same time that it actively made doing your thematic duties more painful. Given a job that represents a harder player style just because some players might like it, like another job might be easier, that's fine though. Not that I'd intentionally aim for them to be insanely different, but general "that job is harder to play, but also is entirely valid and thematically interesting" is fine. Although I would still have had it work differently, like casting certain healing spells just cancels cleric entirely and other healing oGCD spells might have special ignore or even promotes cleric. Perhaps introducing the theme earlier as cleric but later levels as a battle cleric where well timed healing actually enhances the effect.

    Particularly in places where it wont be too bad I like seeing growing pains, as an opportunity to see growth.. but I don't really like to see obtuse systems when you're being competitively partnered (like one job in ultimate doesn't shoot itself in the foot but another one.. yeah he constantly double barrels themselves in the face). Like in games where you do some gathering for a while but then you get an upgrade that shortens that because they want to show you new things (hence my 'tool' effects I had suggested for Island Sanctuary, so gathering could be gamified once you've done the default loop).

    I think a thematic example of loss recently was Dragoon's jumps are essentially just attacks now due to a recent change. I would have thought they could have gained a passive perhaps that temporarily grants them dragon scales which have % max HP shield that lasts a few seconds. Turning a con quirk of the jump into a potential pro and also one you might be able to maximize strategy for.
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    Last edited by Shougun; 11-21-2023 at 05:25 PM.