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  1. #1
    Player
    MikoRemi's Avatar
    Join Date
    Apr 2022
    Location
    Limsa Lominsa
    Posts
    195
    Character
    Miko Remi
    World
    Gilgamesh
    Main Class
    Warrior Lv 100
    Quote Originally Posted by AnjouMaaka View Post
    You still can't accept reality despite a balance patch that should have opened your eyes to it. The rest of your comment isn't even worth mentioning here cause you are beyond proven to be a fearmonger thanks to the patch yoinking away, in your own words, "The last semblance of tank balance and making healers completely irrelevant by dark knight receiving more self healing than it already has." Please go do some self reflection. The majority have spoken and Square Enix adjusted the game accordingly. You lost your delusional fight of defending terrible design just for the sake of something being "unique."
    It's been like this for awhile with this boyo among others, its the same thing with people actually believing WAR is gonna get nerfed, then it doesn't despite me saying since EW it ain't happening and people get all surprised pikachu face over it. And this patch hasn't been any exception either~.
    Sadly they'll keep continuing to try to go against the current game design of actually standardizing jobs to be in line with each other without their "unique benefits"(dying is not in fact a benefit, people get so weird about Living Dead). If a job being "unique" makes it not fun, then expect it to finally shift over and be shocked that more people will enjoy a DRK that can actually mitigate good versus the old one.
    Happy 7.1. Bloodwhetting supremacy~.
    (3)
    *Job effectiveness will vary depending on player skill

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,995
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by MikoRemi View Post
    It's been like this for awhile with this boyo among others, its the same thing with people actually believing WAR is gonna get nerfed, then it doesn't despite me saying since EW it ain't happening and people get all surprised pikachu face over it. And this patch hasn't been any exception either~.
    Believing something should happen =/= Believing it will happen.

    That's no less the case than someone blowing their... champaign... each time their particular overpowered job or role gets one more overpowered tool... tends not to equate to giving a damn about its game's broader health.

    be shocked that more people will enjoy a DRK that can actually mitigate good versus the old one.
    No one will ever be shocked at people liking to be buffed, especially if not already well in the lead. They would, however, probably be shocked if a majority of people realized that buffs to some, unless their recipients were underpowered, can only ever be relative nerfs to everyone else or to the content itself.

    No one --literally no one-- argued against buffing jobs less powerful than their competition in role if the remainder of said role were to remain at the given power level or maintain the latest trend therein.

    There was merely a stated preference that, rather than having to...
    1. buff every other tank to the best among tanks
    2. buff every other role to the best among all roles (tanks), and then
    3. buff content as to not be a pushover joke (as would otherwise be for the worse to those who actually enjoy content/challenge instead of merely its rewards)...
    ...we would instead simply nerf the singular outlier, saving us 95% of the work and risk of worsened balance in the interim.

    Right now, that overpowered outlier among roles is tanks. The overpowered outlier among tanks is Warrior, even if only greatly so in certain situations -- and those coming only from oversights that worsened Warrior gameplay and theme for virtually every veteran Warrior who actually cared about gameplay or theme (as opposed to just... being OP).

    (Even in that limitation, though, Warrior essentially precludes entire content types in itself, such as Savage dungeons not in the spread-out everything's-a-miniboss model, since it'd be so damn obligatory for it under its present relevant ease-of-power-over-gameplay mechanics.)

    If a job being "unique" makes it not fun
    You're again conflating wildly different ideas. No one suggested that DRK being uniquely bad would make it fun, only that each job across a role having something unique to their gameplay would be more fun than their all playing increasingly the same, which is inevitably the outcome of insisting that tanks should only ever get stronger (equivalently: that DPS and Healers should only ever decrease in relative strength and/or the game should only ever be made easier [especially, for tanks]) but also that they should all be strong along similar lines.

    (That is in turn what inevitably comes of focusing on differences in capacity over gameplay, especially when those capacities so strongly correspond simply to basic content types.)

    Happy 7.1. Bloodwhetting supremacy~.


    If only refractory periods could work in the abstract, too. Alas...
    (5)
    Last edited by Shurrikhan; 12-07-2024 at 05:16 AM.

  3. #3
    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 Shurrikhan View Post
    There was merely a stated preference that, rather than having to...
    1. buff every other tank to the best among tanks
    2. buff every other role to the best among roles up to the best among all roles (tanks), and then
    3. buff content as to not be a pushover joke (as would otherwise be for the worse to those who actually enjoy content/challenge instead of merely its rewards)...
    ...we would instead simply nerf the singular outlier, saving us 95% of the work and risk of worsened balance in the interim.

    Right now, that overpowered outlier among roles is tanks. The overpowered outlier among tanks is Warrior, even if only greatly so in certain situations -- and those coming only from oversights that worsened Warrior gameplay and theme for virtually every veteran Warrior who actually cared about gameplay or theme (as opposed to just... being OP).

    (Even in that limitation, though, Warrior essentially precludes entire content types in itself, such as Savage dungeons not in the spread-out everything's-a-miniboss model, since it'd be so damn obligatory for it under its present relevant ease-of-power-over-gameplay mechanics.)
    The recurring theme is the dev team's philosophy around 'upward balance'. They don't want to be seen nerfing jobs, so stealth nerfs occur almost exclusively during expansion transitions when the numbers and formulae all change. This is coupled with a relatively static job design team, with one member being present since ARR, and one added each expansion from Stormblood onwards for a total of five. With such a small pool of job designers across multiple expansions, it's not really surprising that they have some clear favorites and some relatively static views around job design. There is a lot of inertia in the system, which is why powerful jobs tend to stay powerful.

    As a result, if you happen to enjoy one of the dev team's preferred jobs in a given role, you'll be satisfied. If you don't, then you'll likely end up leaving the role or the game altogether. The only way this will improve is if they rotate in new job designers with fresh ideas and demonstrate an occasional willingness to actually issue direct nerfs to jobs that have grown too powerful.
    (4)