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    Player
    Reinheart's Avatar
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    Mar 2011
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    Reinheart Valentine
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    Sargatanas
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    Warrior Lv 86

    Rep Response - 08/03/11 Battle balance without sub-tank/close range attacker

    Original Thread Link: http://forum.square-enix.com/ffxiv/threads/18826

    Quote Originally Posted by pub View Post
    ver1.18以降、各クラスに色々なしわ寄せが来ていると思います。
    バトルバランスが崩れた結果、出てきた戦術はメインタンクがタゲとってヒーラーはひたすら回復、遠距離で弓・魔法がDDという、最もありきたりのものです。
    After the 1.18 patch there are problems with different classes.
    due to the battle balance breaking the main method for strategy became something simple like main tank getting the target, healer heals only and from distance archer and magic being the DD.


    そのおかげで盾役以外の前衛職は大変不遇な状況に陥っています。
    私は現在の状況に対し、次の2点が問題だと感じています。
    Now because of that other melee classes which are not tanks are suffering
    With current situation I believe these two are the problem.


    1.前衛アタッカーは不要という状態
    Situation where melee attackers (close range) are not needed

    回復魔法のコストが高くなったおかげで、ヒーラーに手のかからない遠距離アタッカーが有利となりました。
    盾役以外の前衛職は、自己ケアルが(MPの都合上)できない、ヒーラーからの回復も期待できない、限定された回避・防御アビリティのなかで強大な敵と戦わざるを得ないという、三重苦を背負わされています。
    現にゼーメルのボスや旧NMに対しては、前衛アタッカーはろくすっぽ近づくことすらできません。完全に雑魚専です。
    (たぶん)後衛大好きな吉田・松井両氏が前衛職を後衛様の露払いボス戦の鉄砲玉としか扱っていないのは火を見るより明らかです。
    Because of the healing MP cost getting high, it became better to use range attackers which doesn't require healers to pay much attention to. Aside from tank other melee jobs (close range) can't cure self (due to MP) can't expect to get cure from healers. With capped evasion/defense ability have to fight strong mobs. Currently with boss like from dzamel, other previous NM's close range attackers can't even get near them. It's completely now for other mobs (mobs that's together with NM) (maybe) Yoshida and Matsui likes range/distance attacking class wanted to change close range attackers to be same way.

    2.盾役1名でクリアできてしまうレイドダンジョン
    Instance Raid which can be cleared with 1 tank

    冒頭に述べた最も淡白な戦術が最も有効となってしまっているのは、私が思うにこれに尽きると思います。
    なぜ一人でタゲ維持できる、あるいは一人がタゲもって耐え切れるバランスなのですか?
    吉田氏がどこかのインタビューで”タンク二人、アタッカー二人、ヒーラー二人・・・”というコメントを出したとき、バトルのバリエーションが増えそうだなと思っていたのですが、現状がこれではバリエーションも何もありません。方針を変更されたんですか?
    Why is the balance of the raids where 1 tank can keep the target, in interview somewhere Yoshida commented "2 tank, 2 attacker, 2 healer..." I thought there will be different variations but in reality there is no variation, did he change his goal?

    今、前衛職は身一つで接敵して回復も復活もあてにできない中で敵のWSを避けつつ耐えつつ本来の役割をこなそうとする人ばかりです。こういったリスクを冒す人に対し、開発は十分なベネフィットを与えるような設計をしてるといえますか?
    盾とヒーラーと安全圏から遠距離攻撃という鉄板戦術も結構ですが、これでは多くの人が魅力的に感じるバトルとはいえないでしょう。(確かアンケ結果も近接アタッカーが一番の人気職でしたよね)
    Currently close range attacker has to try their best to avoid enemy WS, heal on own, and can't expect to be raised. Does the dev think this is good enough method for these players? It's find having tank, healer, and range attacker strategy but doubt this is a battle style is attractive to everyone. (In the poll wasn't close range attacker was the class most people liked)

    バトルデザインの再考を強く要望します。
    Would like to request information on details for battle design.
    Translated since it had 60+ likes.

    Quote Originally Posted by Mocchi View Post
    こんにちは。
    Hello,

    本件について松井と相談をしてきました。
    Talked to Matsui regarding this.

    • 前衛アタッカーについて
      まず格闘士/斧術士/槍術士のいくつかのアクションでもう少しダメージが与えられるように調整します。
      (現在、変更後の状態でバトルバランスのチェックを行っています。)
      Regarding close range atacker.
      First Puglist/Marauder/Lancer - will adjust so few actions can deal little more damage
      (Currently checking the battle balance after the changes (1.18))
    • モンスターの範囲攻撃について
      強力な範囲攻撃の多くには有効範囲が設けられているため、対象となるモンスターの側面や背面に立ち位置を取ると攻撃をかわせたりもします。この点に関しては、もう少し戦略として工夫できる余地があると感じているため、今しばらく様子を見させてください。
      Monsters AOE attacks
      Strong AOE has a effect range standing in different direction of the mob can make it possible to avoid these. For this one let us see how it goes little more and will see if we can make changes since it's possible to improve as strategy.


      その上で必要な部分に関しては、クラスとモンスターの両方の観点から随時調整を行っていきます。
      With those will make adjustments to both class and monster point of view.
    Adding Pub (OP) also stated on the thread he doesn't want Dev's to lower tanks/range attacking classes.

    Since we all know SE loves to nerf instead of making other classes stronger... It really loses motivation for players when they do that crap, why can't they just increase mobs HP or w/e and increase the weaker classes so it's balanced out to make it feel like everyone is doing better instead of nerfing and making it look like we all got nerfed (although it might of balanced it out.) I don't play WoW but I read before players complained long time ago when WoW nerfed something so instead of nerfing they increased everything else to match it and made players happy... same method... people want to see better damage, higher damage number... when you hit 400 damage before update and 200 after makes you a sad panda. Same for exp imo, keep enemy XP same but more xp required... most people look at the xp gained from the mob and go cool 400 exp!! rather than now... 70-150 exp although overall it's about the same exp overall after. (just how I look at it) I don't get it SE does fine on this part with console RPG's where you start at low level dealing 1-2 digit damage and as you get stronger you dealing 3-4 digit and end game like FFXIII was crazy with 4-5 digit damages... gives the player sense of getting really strong. FFXI was OK but when I played at 75 cap it was overall same damage all the way (except WS)
    (2)
    Last edited by Reinheart; 08-04-2011 at 01:30 AM.