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  1. #1
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,638
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Barachim View Post
    I don't main Black Mage. I don't like the way it plays. Should any of my feedback be weighted the same as somebody who mains it?
    I mean, if we're trying to be specific, yes? In a certain way? Like, that main can't tell people good information about why someone wouldn't want to play Black Mage, which you can do. Vice versa, you can't tell people about how Black Mage plays in M4S, which the other person can do. Both are, in their own ways, important data points for a developer.

    But that's also super not the point and we're going more and more offtopic. I don't know why they did this either, I would assume because they see some stats they have access to that tell them either or both of:

    * Too many people try dragoon since Dawntrail that didn't play it before, and drop it again shortly.
    * Too many Nastronds are not used and "missed", or too many triple-weaves happen.

    That's about the only explanation I could come up with, because it feels random otherwise. However, importantly, there will be a reason. Devs got more than enough ways to appear busy if they want to, they wouldn't start making job changes just for the lulz. I just have no clue what the reason would be unless it's what I wrote above.
    (0)

  2. #2
    Player
    HeavenlyArmed's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    174
    Character
    C'thuuko Tohka
    World
    Cactuar
    Main Class
    Lancer Lv 100
    Quote Originally Posted by Carighan View Post
    I mean, if we're trying to be specific, yes? In a certain way? Like, that main can't tell people good information about why someone wouldn't want to play Black Mage, which you can do. Vice versa, you can't tell people about how Black Mage plays in M4S, which the other person can do. Both are, in their own ways, important data points for a developer.

    But that's also super not the point and we're going more and more offtopic. I don't know why they did this either, I would assume because they see some stats they have access to that tell them either or both of:

    * Too many people try dragoon since Dawntrail that didn't play it before, and drop it again shortly.
    * Too many Nastronds are not used and "missed", or too many triple-weaves happen.

    That's about the only explanation I could come up with, because it feels random otherwise. However, importantly, there will be a reason. Devs got more than enough ways to appear busy if they want to, they wouldn't start making job changes just for the lulz. I just have no clue what the reason would be unless it's what I wrote above.
    Not going to say where I got this data but iykyk, DRG was the third most played melee in Savage and solidly middle of the pack in overall dps. There is no lack of people playing the job, though with these changes I expect there will be. Removing two buttons in burst won't make the people who don't like the heavy weaving all that much happier, while people who enjoy the heavy weaving will now find the job less fun. And all of this is to say nothing of how dull the job is going to feel at any level before 100. Burst in UCoB being a single Nastrond and that's it is the most depressing thing.
    (15)