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  1. #1
    Player
    Valence's Avatar
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    Oct 2018
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    5,229
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by ty_taurus View Post
    Saying job design isn't a problem is as bad as saying combat design isn't a problem. They are two halves of gameplay and both matter. Fight design is the race track, but jobs are the vehicles we drive in. You could make the most breath taking race track in the world, but if everyone's stapled to tricycles because we're too scared of someone hitting a wall or falling off a pitfall, then we're still screwed.

    And I've never said fight design isn't a problem, but job design is so far beyond worse right now that it's my main focus.
    People always forget the third wheel of the trinity when they talk about job and fight design, which is the battle system design, and I think this is actually the backbone of the two others. If your only metric is damage, then good luck designing interesting and unique jobs. If everything is judged and balanced around damage application, then good luck designing interesting and varied fights because people are immediately going to complain that a class sucks here or there otherwise.

    What the battle system has lost in SHB:

    - Party based cooperation and interplay beyond healing (MP, TP, support)
    - Failure conditions based on resource scarcity and management (today it's just on body checks or if the healer dies)
    - Aggro and boss positioning management
    - Enemy damage and crit variance

    Doesn't take a phd to understand that the loss of the first two literally informs the current direction on body checks and binary OHKO or party wipe mechanics as there is no building brick left to challenge the players in any other way. We're not playing with RPG systems anymore beyond healing and mitigation.
    The latest two completely removed any semblance of rng and adjustment required on the side of the player to ensure that every encounter behaves exactly the same no matter what, completely negating player agency in the process.

    This is also why we won't see us having the agency anymore to pick up from a list of role actions to customize our job and comfort our different playstyles (or just to adjust to the encounter), this is why encounters can't really offer the type of threat buildup that ARR/HW's used to do a lot like bosses (the Zu, the Sasquatch, T1, Mustard dragon in the Aery, etc) slowly enraging by gaining damage stacks over time because in the current environment it's bland and binary (up to how many stacks a healer can just spamm heal through), this is why encounters can't offer any meaningful use of crowd control iconic FF abilities (heavy, slow, etc) because those don't do jackshit in a damage focused system where positioning doesn't matter and every enemy is the same with giant telegraphs everywhere.

    Without a properly fleshed out RPG battle system we're bound to see fight and job design absolutely stifled because it has literally no building blocks and no basis to build upon in the first place. It's been removed instead of improved over time.

    This is why I do feel confident in saying that Yoshida's statement is accurate: no, we won't see meaningful change and people that already like it can rest easy, because bringing any meaningful change is asking for a colossal amount of work trying to undo the damage that 3 expansions have done, do a full 180° on the game's current direction (DDR lalaland) by rebuilding a proper combat system, and on top of this, come up with 21 new jobs adjusted for the system, as well as new encounter models. Yeah, good luck with that, they'd just be better by making a new game at this point.
    (10)
    Last edited by Valence; 09-14-2025 at 04:25 PM.

  2. #2
    Player
    Sunhwapark's Avatar
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    Oct 2017
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    634
    Character
    Dear Boy
    World
    Ragnarok
    Main Class
    Fisher Lv 100
    Quote Originally Posted by Valence View Post
    this is why encounters can't offer any meaningful use of crowd control iconic FF abilities (heavy, slow, etc) because those don't do jackshit in a damage focused system where positioning doesn't matter and every enemy is the same with giant telegraphs everywhere.
    Along with the examples you gave, it really saddens me that we can't experience more variance in dungeons/raids nowadays compared to stuff like POTD/Eureka and stuff where you can make use of interrupts, CC is useful in most general cases and enemies can have more interesting properties - like undead monsters being aggressive when low on health, sprites being sensitive and reacting to magic spells, mobs that can only detect enemies with 'sound' but can't detect you if you're walking around. Combat feels to rigid and binary with no variance outside of basic parameters, I suppose it explains why I hardly do any PvE content compared to in the past.
    (5)

  3. #3
    Player
    Valence's Avatar
    Join Date
    Oct 2018
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    5,229
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Sunhwapark View Post
    Along with the examples you gave, it really saddens me that we can't experience more variance in dungeons/raids nowadays compared to stuff like POTD/Eureka and stuff where you can make use of interrupts, CC is useful in most general cases and enemies can have more interesting properties - like undead monsters being aggressive when low on health, sprites being sensitive and reacting to magic spells, mobs that can only detect enemies with 'sound' but can't detect you if you're walking around. Combat feels to rigid and binary with no variance outside of basic parameters, I suppose it explains why I hardly do any PvE content compared to in the past.
    I'm not gonna pretend that CC or stealth used to be better in the past (except perhaps stun in ARR), because frankly it's always been the red stepped child of SE as far as I can remember. And being forlorn like it has always been, players have also constantly complained at the devs as to why certain abilities stayed for ages, like tri-bind for those who remember, etc, where they had zero use in standard pve content (but could have some in deep dungeons, eureka, etc).
    (3)

  4. #4
    Player
    Daralii's Avatar
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    Jul 2015
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    3,324
    Character
    Endris Caemwynn
    World
    Coeurl
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Valence View Post
    I'm not gonna pretend that CC or stealth used to be better in the past (except perhaps stun in ARR), because frankly it's always been the red stepped child of SE as far as I can remember. And being forlorn like it has always been, players have also constantly complained at the devs as to why certain abilities stayed for ages, like tri-bind for those who remember, etc, where they had zero use in standard pve content (but could have some in deep dungeons, eureka, etc).
    Didn't Tri-bind get some use in Coils?
    (0)

  5. #5
    Player
    Valence's Avatar
    Join Date
    Oct 2018
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    5,229
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Daralii View Post
    Didn't Tri-bind get some use in Coils?
    Yeah, ARR still cared a little about CC, then SE dropped the ball completely and let it be a thing for the overworld and deep dungeons (and then eureka in SB). Yet jobs kept a lot of actual CC: WhM had fluid aura, RDM had Tether, AST had Stella, MNK had Arm of the Destroyer, MCH had Point Blank Shot, Head Graze and Suppressive Shot, etc. Those skills for some of them stayed for ages and the last surviving ones were removed in ShB. Considering people kept saying they were useless and should be removed, and every new expansion seeing they were still there (looking at tri-bind and tether especially), people were very surprised, so I assumed SE just had a reason to keep them, either for class identity or just everything in pve that wasn't standard. Hard to say why they kept them for so long.
    (1)