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  1. #1
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,338
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100

    The design formula and job difficulty segregation are on brand

    This is directly taken from this reddit thread. Please make sure to peruse it in its entirety and keep in mind that it has gone through translations.

    Nothing new to me under the sun, but I still find it interesting to get the game's producer say it in such clear terms:

    - They do balance jobs according to an arbitrary rating of difficulty and complexity. Surely that's why RDM can't outpace a SMN in damage output, or that a BRD/MCH is unable to do better than a DNC, for example. The premise being flawed in nature, I could at least attempt to comprehend it from their side if it actually made any sense in what we have in game in the first place. But no, you'll enjoy your jobs sucking because some devs arbitrarily decided that "it's ez". I'm sure that's why tanks are so overpowered, because surely they're the hardest thing to play in the game.

    - They follow the same process to design every encounter in the game. Now you have confirmation that everything is formulaic by design. No surprise, always the same things, the same bosses, the same mechanics. They probably think that the visuals and the inevitable initial tank buster or party wide showing at 30s instead of 15s is making a fight different. So enjoy your circular arenas with a boss always doing the same thing in the middle, and your 2 packs > boss > 2 packs > boss > 2 packs > boss dungeons because this ain't about to change, no matter how we were promised new and exciting encounter design for 7.2. Hell, even the devs when surveyed say they do not want to work with people asking for harder and more complicated things to make.

    We more or less knew about this, but it still somehow hurts to read, at least for me.
    (15)
    Secretly had a crush on Mao

  2. #2
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,635
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    I remember there was evidence that they rated Dark Knight has way more difficulty than other tanks at some point. It may have been Shadowbringers? And obviously it was one of the easiest tanks in terms of rotation. It just didn't feel that way for the first 5 minutes or day of playing. Once you're used to it, it's not very difficult at all, but I doubt the developers play it for more than 5 minutes. Hence the difficulty rating.

    They should just scrap difficulty ratings because difficulty depends on the person and how much time they play it for.
    (4)

  3. #3
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,451
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Valence View Post
    This is directly taken from this reddit thread. Please make sure to peruse it in its entirety and keep in mind that it has gone through translations.

    Nothing new to me under the sun, but I still find it interesting to get the game's producer say it in such clear terms:

    - They do balance jobs according to an arbitrary rating of difficulty and complexity. Surely that's why RDM can't outpace a SMN in damage output, or that a BRD/MCH is unable to do better than a DNC, for example. The premise being flawed in nature, I could at least attempt to comprehend it from their side if it actually made any sense in what we have in game in the first place. But no, you'll enjoy your jobs sucking because some devs arbitrarily decided that "it's ez". I'm sure that's why tanks are so overpowered, because surely they're the hardest thing to play in the game.

    - They follow the same process to design every encounter in the game. Now you have confirmation that everything is formulaic by design. No surprise, always the same things, the same bosses, the same mechanics. They probably think that the visuals and the inevitable initial tank buster or party wide showing at 30s instead of 15s is making a fight different. So enjoy your circular arenas with a boss always doing the same thing in the middle, and your 2 packs > boss > 2 packs > boss > 2 packs > boss dungeons because this ain't about to change, no matter how we were promised new and exciting encounter design for 7.2. Hell, even the devs when surveyed say they do not want to work with people asking for harder and more complicated things to make.

    We more or less knew about this, but it still somehow hurts to read, at least for me.
    That comment about job difficulty felt crazy to me.

    Why RDM dps is so low then, if current is the hardest caster to play optimally? Verraise? I think the value of that spell became so low nowadays to justify it.

    BLM, the top tier child, became so easy that the only thing easier is SMN. I'd say it's even easier than DNC and BRD, and the only actual point of BLM difficulty nowadays is dealing with extended movement periods, but it's just a matter of knowing when it's coming and saving the Triplecast for it, since even that barely has any dps impact anymore.

    The amount of fail points to the RDM compared to the almost not existent on BLM says a lot. Heck RDM even still has an actual skill ceiling with the oGCD alignment thing.
    (3)

  4. #4
    Player
    Gwenkatsu's Avatar
    Join Date
    Jun 2024
    Posts
    288
    Character
    Gwenkatsu Furokane
    World
    Shiva
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Also from that reddit thread
    Meanwhile, I want to build a story where the player is the protagonist.
    Was he even involved with DT?
    (3)

  5. #5
    Player
    Bitmoar's Avatar
    Join Date
    Dec 2017
    Location
    Limsa Lominsa
    Posts
    81
    Character
    Ren Koi
    World
    Brynhildr
    Main Class
    Scholar Lv 100
    The job difficulty thing has always annoyed me. So they absolutely neutered summoner and the reward for long time summoner fans is that their job is now undertuned? And as you've already pointed out, this policy doesn't track because some jobs that are objectively simpler to play well do more damage than jobs with more intricacies and execution requirements.
    (4)

  6. #6
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,338
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Jeeqbit View Post
    I remember there was evidence that they rated Dark Knight has way more difficulty than other tanks at some point. It may have been Shadowbringers? And obviously it was one of the easiest tanks in terms of rotation. It just didn't feel that way for the first 5 minutes or day of playing. Once you're used to it, it's not very difficult at all, but I doubt the developers play it for more than 5 minutes. Hence the difficulty rating.

    They should just scrap difficulty ratings because difficulty depends on the person and how much time they play it for.
    You know what's funny to me? There was a PLL with Q&A just at the release of Stormblood (36 or 37 iirc) where the answer is to a question is that they used to design job power around difficulty but decided to stop.
    Yeah right.
    (3)
    Secretly had a crush on Mao

  7. #7
    Player
    FuturePastNow's Avatar
    Join Date
    Nov 2023
    Posts
    292
    Character
    Kali Zeruel
    World
    Faerie
    Main Class
    Warrior Lv 100
    I already said all this in that reddit thread, but there are some obvious problems with balancing jobs around "difficulty." First of all the difficulty is a subjective thing. But mostly I don't think very many players choose their job based on difficulty. Some do but for most players I think the biggest factors are either aesthetics, or where the job falls on a DPS chart. Someone who loves the Samurai aesthetic is gonna play SAM, regardless of their ability, they'll just play it badly. And it's not just raiders who care about DPS, low-info players constantly ask "what's the best job" and make choices based on that.

    Worst of all they don't even follow their own rules. No one thinks Pictomancer is hard to play, but it isn't balanced like an easy job.
    (3)
    Last edited by FuturePastNow; 07-28-2025 at 03:10 AM.

  8. #8
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,863
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    I don't mind balancing around difficulty, in theory.

    If you have both extremely easy jobs and extremely hard jobs (not that we do anymore; everything's been pushed towards center-low) and balance them identically, then the only people who have the full range of jobs available to them at a competitive level are your absolute most skilled players, while those who'd struggle to optimize the harder jobs for no reward really would, in effect, be sandbagging their parties.

    That said...
    1. it's a waste to develop an intentionally easy job, as that just means arbitrarily limiting the gameplay depth and performance, both, one can reach via a given set of EXP and gear, and

    2. for any actual improvement to job selection, that "difficulty" would have to be based on something rather more objective, such as alpha tests for a given job experiencing a far wider or narrower standard deviation than others across a given phase, fight, tier, or expansion.
    (2)
    Last edited by Shurrikhan; 07-28-2025 at 04:08 AM.

  9. #9
    Player
    brinn12's Avatar
    Join Date
    Feb 2022
    Posts
    292
    Character
    Lua Navkov
    World
    Brynhildr
    Main Class
    Black Mage Lv 80
    There's no reality where CBU3 is balancing job DPS around difficulty. Maybe Yoshi-P is talking about roles, and not balance within the same role.
    (3)

  10. 07-28-2025 06:00 AM

  11. #10
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,451
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    If they want braindead easy jobs across the board - with their current PVE design - then they need to deliver twice as many fights/duties or find a way to make their content stay fresh for longer. How they make their fights, extremely formulaic and scripted to be executed with little to no deviations, leave nothing interesting after you cleared a couple of times. If jobs were complex, it wouldn't be an issue because you'd still have your "perfected gameplay" entertainment to justify running fights on recelars.
    (4)

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