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  1. #1
    Player
    BadOmen's Avatar
    Join Date
    Apr 2011
    Location
    Ul'Dah
    Posts
    248
    Character
    Beberry Berry
    World
    Midgardsormr
    Main Class
    Gladiator Lv 77
    Quote Originally Posted by Ramsey View Post
    The issue with various "kinds" tanking is that it's incredibly difficult to balance them against varying encounters. In a vacuum, you can assign values to abilities, how much survivability they grant, damage they reduce, threat they generate.

    In the field, there will always be an optimal tank for an encounter though. Your choices are then, require the raid to bring all types of tanks, and swap them out during different fights. In which case all tanks need to have an alternative role that's actually useful, or in FFXIV's case, you are implicating that players need to roll with multiple jobs in a raid, specifically tank players.

    Neither is a particularly desirable solution.

    You can also require they only bring one tank, and balance each encounter so that any tank can be proficient, but that one tank will excel at varying situations. What will happen in reality if you take this path, is that a guild/linkshell will use the tank class that gets them past whichever fight is the most difficult with the least amount of trouble. I.E. the final boss, or most difficult boss in the dungeon. So if Warrior excels at the most difficult fight, and they must choose one, they will bring a warrior, as they can make up for its lack of excellence more easily on the easier fights.

    Path of least resistance.

    We're programmed to take that path. Paladin is not particularly terrible as it stands, Warrior is just better in many situations. So Warrior is the default unless you're running with an open minded LS. No matter what route they take, there will always be the current king, whether due to the strength of their own abilities, or due to the types of enemies found in the content.
    All you say is right, but have in consideration unlike other MORPGS and very in special FFXI, on FFXIV we can change job/class/roll at any moment, including in midle of dungeons, wich allow us to easily adapt to the circumstances, and i believe SE have made clear their intentions to make us play more than 1 job/class in a single character, so lets give an use of this feature that makes this game unique?
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    Last edited by BadOmen; 04-23-2012 at 03:25 PM.

  2. #2
    Player
    Ramsey's Avatar
    Join Date
    Aug 2011
    Location
    Ul'dah
    Posts
    362
    Character
    Ramsey Asterdahl
    World
    Sargatanas
    Main Class
    Armorer Lv 60
    Quote Originally Posted by BadOmen View Post
    All you say is right, but have in consideration unlike other MORPGS and very in special FFXI, on FFXIV we can change job/class/roll at any moment, including in midle of dungeons, wich allow us to easily adapt to the circumstances, and i believe SE have made clear their intentions to make us play more than 1 job/class in a single character, so lets give an use of this feature that makes this game unique?
    I don't envy the job of balancing this game, the fact that you can switch jobs in a dungeon doesn't make the job easier, it makes it significantly more difficult. With the current job system, if the optimal setup changes from boss to boss, there's absolutely no reason you simply can't change jobs to the optimal setup for each encounter.

    Black Mage do way better DPS for this fight? Paladin best tank? 1 PLD, 2 WHM, 5 BLM. Dragoon best DPS next, and WAR a better tank? Everyone change to 1 WAR, 2 WHM, 5 DRG, etc.

    This forces people to level numerous jobs, and some people feel very attached to playing their main. If you try to design content to cater to groups that run with a balanced job setup, and groups that change to optimal jobs on a per encounter basis, you make the content either significantly too difficult for the former, or significantly too easy for the later.

    They have two options if they want to please everyone (well mostly everyone) in 2.0, as far as I can see. Include a normal and hard mode for content, and balance normal for a static job group, and hard for a group that changes jobs. Or don't change any of the encounter stats, moves, etc. from normal to hard mode, and simply lock jobs on entry in hard mode.

    We'll see what they surprise us with though, hopefully it's something that we can all get behind.
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  3. #3
    Player
    BadOmen's Avatar
    Join Date
    Apr 2011
    Location
    Ul'Dah
    Posts
    248
    Character
    Beberry Berry
    World
    Midgardsormr
    Main Class
    Gladiator Lv 77
    Quote Originally Posted by Ramsey View Post
    I don't envy the job of balancing this game, the fact that you can switch jobs in a dungeon doesn't make the job easier, it makes it significantly more difficult. With the current job system, if the optimal setup changes from boss to boss, there's absolutely no reason you simply can't change jobs to the optimal setup for each encounter.

    Black Mage do way better DPS for this fight? Paladin best tank? 1 PLD, 2 WHM, 5 BLM. Dragoon best DPS next, and WAR a better tank? Everyone change to 1 WAR, 2 WHM, 5 DRG, etc.

    This forces people to level numerous jobs, and some people feel very attached to playing their main. If you try to design content to cater to groups that run with a balanced job setup, and groups that change to optimal jobs on a per encounter basis, you make the content either significantly too difficult for the former, or significantly too easy for the later.

    They have two options if they want to please everyone (well mostly everyone) in 2.0, as far as I can see. Include a normal and hard mode for content, and balance normal for a static job group, and hard for a group that changes jobs. Or don't change any of the encounter stats, moves, etc. from normal to hard mode, and simply lock jobs on entry in hard mode.

    We'll see what they surprise us with though, hopefully it's something that we can all get behind.
    Yup, i definetivelly agree with you on this, but sadly this seems to be the rute SE is takin, look at current raids, there seems to be 2 steps of the fights, lets take example of cutter's cry raid, for princess ant most people bring 1 tank for princess, 1 melee to hold marshal and then 2 healers and rest mostly blms and other melees, but then this same group makes some of their members change from melee dd and secondary tank to blm to kill chimera by having only 1 tank, 2 healers and everyone else blm.... not everyone do it this way, but at least on my server most succesful runs do it this way.

    and all raids so far seems to be same way, dividing their dungeons by sections in wich you can make member to change their jobs to diferent challenges in betwen. And this is something i actually enjoy from raids, make them more of a challenge.
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