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  1. 12-02-2024 10:58 PM

  2. #2
    Player
    AmiableApkallu's Avatar
    Join Date
    Nov 2021
    Posts
    1,190
    Character
    Tatanpa Nononpa
    World
    Zalera
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Aidorouge View Post
    Why exactly encounters became the "hard part" while jobs didn't, I can only assume it's because they didn't want anybody's favorite job to feel like it couldn't participate in certain content, so every job had to be made viable even if that resulted in homogenization or over-simplification. "No jobstone left behind" and such.
    Hot take: Encounters became the "hard part" in a way that ignores the existence of roles and jobs. Spread. Stack. In. Out. Go left. Go right. Do the hokey pokey. None of that cares whether you're a tank, healer, melee DPS, or ranged DPS. Every job becomes viable when all that an encounter requires is that whatever warm bodies exist not stand in the bad.

    Add in a DPS check, and maybe we start to care that everyone can maintain uptime. Add in a tank buster with a Damage Up debuff, and maybe we start to care that there's a second tank. Add in a "hard hitting" raid wide, and maybe we start to care that there's a healer around somewhere.

    Rather than design encounters so that the jobs in the roles and sub-roles each have their part to play -- which would be a meaningful form of participation -- it would seem that SE has decided to see how far they can go with turning jobs into generic warm bodies.
    (23)

  3. #3
    Player
    Kacho_Nacho's Avatar
    Join Date
    Jul 2015
    Location
    Gridania
    Posts
    2,693
    Character
    Kacho Nacho
    World
    Coeurl
    Main Class
    White Mage Lv 99
    Quote Originally Posted by AmiableApkallu View Post
    Hot take: Encounters became the "hard part" in a way that ignores the existence of roles and jobs. Spread. Stack. In. Out. Go left. Go right. Do the hokey pokey. None of that cares whether you're a tank, healer, melee DPS, or ranged DPS. Every job becomes viable when all that an encounter requires is that whatever warm bodies exist not stand in the bad.

    Add in a DPS check, and maybe we start to care that everyone can maintain uptime. Add in a tank buster with a Damage Up debuff, and maybe we start to care that there's a second tank. Add in a "hard hitting" raid wide, and maybe we start to care that there's a healer around somewhere.

    Rather than design encounters so that the jobs in the roles and sub-roles each have their part to play -- which would be a meaningful form of participation -- it would seem that SE has decided to see how far they can go with turning jobs into generic warm bodies.
    That's it. You hit the nail on the head.
    (6)

  4. 12-03-2024 07:40 AM

  5. #5
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,899
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by AmiableApkallu View Post
    Hot take: Encounters became the "hard part" in a way that ignores the existence of roles and jobs. Spread. Stack. In. Out. Go left. Go right. Do the hokey pokey. None of that cares whether you're a tank, healer, melee DPS, or ranged DPS. Every job becomes viable when all that an encounter requires is that whatever warm bodies exist not stand in the bad.

    Add in a DPS check, and maybe we start to care that everyone can maintain uptime. Add in a tank buster with a Damage Up debuff, and maybe we start to care that there's a second tank. Add in a "hard hitting" raid wide, and maybe we start to care that there's a healer around somewhere.

    Rather than design encounters so that the jobs in the roles and sub-roles each have their part to play -- which would be a meaningful form of participation -- it would seem that SE has decided to see how far they can go with turning jobs into generic warm bodies.
    And the sad thing is that you can absolutely have healing, tanking, and damage-dealing matter in less immediately obvious / all-or-nothing ways in encounters, even just through the combination of positional tendencies and differing outputs, if only you had some undermechanics to allow for interception and more granular short-term checks (such as through something dealing as much damage as it has health remaining, debuffs ignored so long as they don't drop you below X% HP, DoTs that tick until raised above X% HP, etc).
    (5)