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Thread: 2-minute meta

  1. #111
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,546
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by ShadowNyx3 View Post
    The reality is that there’s too many jobs in the game. But new jobs are always going to be added because new jobs sell expansions.

    With each new job, more work is created for the job design team/s. To offset this new workload, the company can either a) hire more people b) consolidate job design into a simpler system.

    With the direction we have seen job design going for years now, I think it’s pretty clear what the company is choosing to do.

    So, truthfully the real problem isn’t that there’s too many jobs, it’s that this game is made by a massive corporation. I’m sure that many, many developers would love to put passion into the job design again, but their hands will always be tied by the direction they get from management.
    The problem with this is that it is massively unequally balanced in passion for design

    If we go by the old interview that said there was only 5 designers it feels like BLM gets 2 of them to itself, the melees get one to themselves, the tanks get one, the rest of the ranged DPS and casters share the 5th even though he is a melee main and the healers get the unpaid intern who spends the day smoking weed out by the dumpster

    I feel like they could make it work a lot better even with 5 if the designers actually designed jobs they liked but nobody seems to like any non melee class except BLM
    (7)

  2. #112
    Player
    GoatOfWar's Avatar
    Join Date
    Jul 2022
    Posts
    976
    Character
    Pepper Oni
    World
    Twintania
    Main Class
    Samurai Lv 100
    Quote Originally Posted by ShadowNyx3 View Post
    The reality is that there’s too many jobs in the game. But new jobs are always going to be added because new jobs sell expansions.

    With each new job, more work is created for the job design team/s. To offset this new workload, the company can either a) hire more people b) consolidate job design into a simpler system.

    With the direction we have seen job design going for years now, I think it’s pretty clear what the company is choosing to do.

    So, truthfully the real problem isn’t that there’s too many jobs, it’s that this game is made by a massive corporation. I’m sure that many, many developers would love to put passion into the job design again, but their hands will always be tied by the direction they get from management.
    And yet, there is still blatant favouritism within their overhomogenisation. *Points at WAR, Sam and BLM*
    (1)

  3. #113
    Player
    ForsakenRoe's Avatar
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    Apr 2019
    Posts
    2,340
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by GoatOfWar View Post
    And yet, there is still blatant favouritism within their overhomogenisation. *Points at WAR, Sam and BLM*
    If there was any favouritism for SAM on the dev team, I can't see it. I can't see how an actual SAM player would think 'yeh you know what we should do? Remove all of the kenki management aspects of the class like Seigan or Kaiten, so that the gauge is only used on the crappy filler 'use this to prevent overcap' button'. I guess the gapclosers are 10, but they're the same potency/kenki ratio as Shinten, so which one you use isn't actually that much of a 'choice', moreso a case of 'I don't have enough gauge to Shinten, but raidbuffs are about to expire, I'll just gapclose instead'. But seriously, Senei costs 25, Ikishoten gives 50, and both are 2min CDs, it is almost impossible to screw yourself into a situation of 'oops I don't have enough kenki for Senei' unless you Iki and immediately press Shinten twice for some reason. At this point, I'd rather they changed Senei from 'costs 25' to 'gives 25' and delete Ikishoten. Same Kenki generation overall (as after Senei you're left with +25), but it removes a button we don't really need, and that means space for a button that actually has an impact on our gameplay beyond 'hit it once per 2min lol'. Well, that's assuming they'd actually add such a button. chances are they'd delete Iki, and replace it with nothing, or worse, Shoha III

    True on WAR though, take me back to 4.1 SB where it felt rewarding to set up and execute the burst window, should have left the 'press 60s CD, receive X stacks of 'free big hit button' to PLD with Req/Holy Spirit
    (4)

  4. #114
    Player
    ShadowNyx3's Avatar
    Join Date
    Feb 2015
    Posts
    135
    Character
    Aloh'ir Lazoran
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Supersnow845 View Post
    The problem with this is that it is massively unequally balanced in passion for design

    If we go by the old interview that said there was only 5 designers it feels like BLM gets 2 of them to itself, the melees get one to themselves, the tanks get one, the rest of the ranged DPS and casters share the 5th even though he is a melee main and the healers get the unpaid intern who spends the day smoking weed out by the dumpster

    I feel like they could make it work a lot better even with 5 if the designers actually designed jobs they liked but nobody seems to like any non melee class except BLM
    If only these 5 human beings could design and balance 21 unique jobs while perfectly distributing their passion to only the jobs they like, as well as collaborating with each other on the larger combat system and dictating the limits to the encounter designers!
    (0)
    Last edited by ShadowNyx3; 02-02-2024 at 01:30 PM.

  5. #115
    Player
    SquigglesMajor's Avatar
    Join Date
    Jul 2016
    Posts
    24
    Character
    Squiggles Major
    World
    Midgardsormr
    Main Class
    Monk Lv 90
    I don't think it's meant to be "fun" it's meant to be balanced. The goal is to make sure that all classes are equally competitive, and they all bring the same tools to a fight. In that sense it succeeds. But fun, eh not really. It's fine if one or two classes have a set two minute rotation, but all of them is bad. There's no variety. For a game that has over 20 classes it really only has about 3.
    (2)

  6. #116
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Quote Originally Posted by ForsakenRoe View Post
    ...
    I think that it's human nature to seek out the biggest reward for the least amount of effort. People like to be seen to complain about reductions in job complexity, but they will genuinely complain about reductions in job efficacy. SAM is the most represented DPS in raid content (even pulling ahead of SMN), fairly consistently has the best rDPS and aDPS offerings, and has one of the most straightforward gameplay loops. I don't think that that's a coincidence.

    You will definitely see the complaints on SAM swing in the exact opposite direction if VPR is released with a strictly selfish design. Suddenly SAM will instantly be described as the hardest job in the universe and its players will demand buffs to offset this.

    BLM is in a bit of a strange spot because while it gets royal treatment amongst casters, the player numbers don't really reflect this. I don't think it's necessarily a mechanical execution issue; after all, it has the lowest APM out of any job in the game. It probably has to more do with the fact that BLM plays very differently from the rest from a planning standpoint and isn't as transferrable of a skillset. It'll be interesting to see how PCM impacts this space, although it would likely be more disruptive if it wasn't a buff provider.

    WAR is unlikely to budge until they get around to releasing a hammer tank.
    (0)

  7. #117
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    2,993
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by ForsakenRoe View Post
    True on WAR though, take me back to 4.1 SB where it felt rewarding to set up and execute the burst window, should have left the 'press 60s CD, receive X stacks of 'free big hit button' to PLD with Req/Holy Spirit
    Even 4.2 WAR was still a better job than whatever this mess is now. Your selfhealing required you to sacrifice a lot of damage from needing to be in Defiance for Equilibrium and Inner Beast spam and it actually still had some management left outside of using your single braincell to remember to press the "hurr durr Fell Cleave" button.


    Quote Originally Posted by ShadowNyx3 View Post
    If only these 5 human beings could design and balance 21 unique jobs while perfectly distributing their passion to only the jobs they like, as well as collaborating with each other on the larger combat system and dictating the limits to the encounter designers!
    Them only having 5 job designers is still their own problem to solve. It may have worked in ARR when we had 10 jobs, and those 4 people at the time still had a lot of creativity in them, but it evidently doesn't work with our current 19 and soon 21 jobs.

    We're not obligated to just go "Oh, they only have 5 job designers so I guess we just have to accept that job design is awful."
    (3)
    Last edited by Absurdity; 02-02-2024 at 05:46 PM.

  8. #118
    Player
    Aravell's Avatar
    Join Date
    Aug 2017
    Location
    Limsa Lominsa
    Posts
    2,002
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    Quote Originally Posted by SquigglesMajor View Post
    I don't think it's meant to be "fun" it's meant to be balanced. The goal is to make sure that all classes are equally competitive, and they all bring the same tools to a fight. In that sense it succeeds. But fun, eh not really. It's fine if one or two classes have a set two minute rotation, but all of them is bad. There's no variety. For a game that has over 20 classes it really only has about 3.
    In my opinion, if someone designing a game doesn't have 'fun' as their number 1 priority, they've failed at their job. Games should be fun, they can balance after if needed, but fun really should be their priority.
    (4)

  9. #119
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    2,993
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Aravell View Post
    In my opinion, if someone designing a game doesn't have 'fun' as their number 1 priority, they've failed at their job. Games should be fun, they can balance after if needed, but fun really should be their priority.
    I think the other possibility is more concerning, that they actually consider the current combat and job design to be fun.
    (1)

  10. #120
    Player
    Yuella's Avatar
    Join Date
    Feb 2016
    Posts
    726
    Character
    Boulder Colorado
    World
    Cactuar
    Main Class
    Sage Lv 98
    It's because HW raid numbers. BRD vs MCH ratio was like 80-20 even though it's fine because hardcore players can switch to BRD and casuals don't care that MCH is not meta.
    (0)

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