This isn't the armoury system's fault. It's the playerbase's fault. Don't go picking at SE for what the community themselves have limited on their own.
This isn't the armoury system's fault. It's the playerbase's fault. Don't go picking at SE for what the community themselves have limited on their own.
While I'm not agreeing with either side, I don't quite see that line of thinking. Any playerbase will adapt to the game's design, it's simply how people work. It's Square's system that allows, or more accurately promotes people to play in such a way
If that was the case, then why do I have experiences with different setups in parties? Just because BG won a fight using that particular set-up doesn't mean that it was SE 'promoting' that method. It seems that once someone adopts BG's method it becomes what SE wanted us to use, because I rarely see anyone go for different methods, even if they work.
It's true that the system INFLUENCES the players' playing style, but it merely influences - the final call is still the players. If they choose to discriminate against one job because they don't want to learn how to use that job in that content, that's not SE's fault but the players' fault. If they choose to follow someone else's strategy and not try and figure it out themselves, then blame SE for 'promoting' that method (which they have never done), then its their fault, not SE's.
No pain, no gain. People seem to want gain, but never want to experience pain. That's what I meant by the playerbase's fault. If the people you're with expect you to do 'this job' and not what you want, that's not SE's fault, but the people's.
Every setup being viable does not mean that every setup will be used in equal proportions. If it's patently easier to do a boss fight by stacking some classes, then the huge majority of people will do that, and people who don't want to or can't provide for that style of play are left out.If that was the case, then why do I have experiences with different setups in parties? Just because BG won a fight using that particular set-up doesn't mean that it was SE 'promoting' that method. It seems that once someone adopts BG's method it becomes what SE wanted us to use, because I rarely see anyone go for different methods, even if they work.
It's true that the system INFLUENCES the players' playing style, but it merely influences - the final call is still the players. If they choose to discriminate against one job because they don't want to learn how to use that job in that content, that's not SE's fault but the players' fault. If they choose to follow someone else's strategy and not try and figure it out themselves, then blame SE for 'promoting' that method (which they have never done), then its their fault, not SE's.
No pain, no gain. People seem to want gain, but never want to experience pain. That's what I meant by the playerbase's fault.
The players do it because it is optimal, and it is optimal within the system that SE designed.
The disappointing thing is it's an unfun mechanic for those that don't want to play multiple classes.
To a degree this is correct but not for a lot of the things that matter. 17 minute dungeon runs have to be nearly perfect and with the optimal setup (which means most of the group switching jobs around) otherwise you simply cannot make it. Things like Garuda and Rivenroad Hard had varying setups that would work but you still had to follow the template that you set for your group. You couldn't really make any changes (not that there are really many options for replacement jobs; 2 tanks, 3 DD, a healer and a support for options doesn't leave much room for imagination when deciding what jobs to bring. When we have 20 jobs is when this might change.) and expect to clear the content.
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