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  1. #9
    Player Kathryn's Avatar
    Join Date
    May 2012
    Posts
    546
    Character
    Nanapie Kimura
    World
    Ragnarok
    Main Class
    Arcanist Lv 28
    Quote Originally Posted by Turtledeluxe View Post
    When you really think about it, between the distribution of dps/mitigation/healing abilities amongst jobs, they really already are quite homogenized. What's differentiating them is mostly potency, cooldown, etc and if you just messed with scaling per job, they'd feel nearly identical. The combat of XIV is too basic (in the sense of being an RPG) to really satisfy a wide array of distinctive feeling jobs. A lot of job individuality now within each role is heavily dependent on cosmetics and the feeling of the rotation on a mechanical level.

    The truth about the game is that when it comes to job design, really only Ultimates matter, and to much lesser degree, Savage. The rest of the game suffers from the resulting imbalances and is made to be regarded as nonsense by players who benefit the most from how it all shakes out. I don't see it as job jealousy. I just think many players want consistency (for example engaging feeling dps options for healers) when the dev team is catering to a small % of players who do the height of endgame.
    And this is the problem with all games especially multiplayer that attract large audiences, they need to keep the base content as doable as possible or risk losing that subscriber, it's easier and more beneficial to attract new players to your game if they can do alot of the content independently, the sad thing is as this does affect older players because they get too used to it and get bored or feel its too easy, sadly its been proven with past titles that if you aim solely for the hardcore playerbase you will lose out even the guy who only logs on once a week is just as vailuable as Timmy who logs on 14 hours a day 7 days a week.

    This is why you see more accessibility and homogenization, it wont get better as studies apparently now say people dont want to put the effort in to their games.

    Quote Originally Posted by Loggos View Post
    It's just that we can probably not expect a huge shift in SE's design philosophy, suddenly switching to a "95% heals, 5% DPS" ratio. (But even then WoW seems to do that and still gives their healers more interesting DPS options).
    I agree, You might see some class changes like abilities get baked into each other, but things wont get more complicated, tooltips for skills atm are absolutely huge walls of texts in some cases and alot of people have the attention span of ADD to even read it all and understand the skill in its full.

    Quote Originally Posted by Rehayem View Post
    That is true, however, by looking at the new skills given to healers in DT, it's clear SE is moving away from the trinity and is brewing something else. There's shield on WHM and a 10% mit on AST, which means the raids will be heavily reliant on mitigation checks. This could be the answer to Abyssos healer shortage, where healers were blamed by everyone when DPS didn't want to push their Feint button.

    Since it's clear they don't want healers to heal that much anymore by giving them DPS spells locked behind 2 minute meta, one solution would be to rework healers completely into offensive support. It's a solution, but what can we do, eh?
    Sage is kind of alrdy a step in that direction tbh, throw the shield up and DPS away maybe hit the AoE regen for a lil health refil.
    (2)
    Last edited by Kathryn; 06-19-2024 at 11:59 PM.