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  1. #1
    Player
    Renik's Avatar
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    Ren'li Heise
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    Balmung
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    Gunbreaker Lv 80

    About roles and balance.

    Roles:
    When you check the forums or ask in-game about the jobs most desired by the players, there are always different responses but some a very recurrent; red mage, blue mage, dancer, dark knight, even green mage has some threads.
    What does this mean? Those jobs a hybrids and some support (buff/debuff) based, in others words, the so called holly trinity is hindering this game and denying what the players (customers) want.
    Perhaps it's time to implement the hybrid role Yoshi have mentioned previously.
    Once we add the hybrid role (which serves multiple roles), you'll be able to have two players from each role, for a total of 8 people
    Taking this sentence into account we can assume that the game was already balanced with the hybrid role in mind, and the reason it's not implemented by now it's because, as Yoshida said in a live letter or letter from the producer, they will not implement it anytime soon to keep the “matching” system simple for the for the new players.


    Balance:
    There are several reasons to have a game balanced, to avoid power creep, to avoid player and class exclusions, to provide a good degree of difficulty...
    Again, the so called balance, just like the “un-holy trinity” is hindering the game, but don't take this wrong, i do think balance is needed, but not the way it is being handled.
    The most heavy reason for some players to to reject buff/debuff classes is the class exclusion, if you design a battle around a buffer/debuffer class it will be mandatory, and will make recruitment times longer, and take a spot some other class could have taken.
    That's terrifying... but well it's already happen and will always happen, we can't deny it, as long as there are hardcore raiders they will always maximize the efficiency of their ptys, this is unavoidable, and ignorable at the same time if we take into account 2 things, they hardcore raider player-base is a small minority in this game, and, the game is designed to have various classes leveled in a single character.
    So, as an idea to make this work, 2 changes are needed, separate token/loot lockouts/caps, per classes, and a change in the loot system, some times we may be forced to use a class we don't want to, to clear content, this is already happening, and because of this i think the “need” capability should be selected before starting the instance and not linked to the current equipped class.

    Lets talk about another big fear, player exclusion, well this is already happening, though we were promised by yoshida in the 1.xx era, that ffxivARR would be a game where hardcore, casual, experienced and new games would be able to play together. Well this is the bigger lie, because in favor of balance, this game battles have been designed with very specific player limits (party size) and around a trial and error system, the enemy of the the new players and best ally of the so hard to obtain statics, and this have been said by casuals and hardcore alike; “the difficulty of coil resides in your capability to make/find a static”.

    Well, for me is clear, trial and error systems has nothing to do with player skill, it's just a false difficulty that promotes player exclusion.

    If i have to give an idea to solve this, i would say, less 1shot mechanics, more reactive and less predictable battles, without making it fully randomized. give us chances to recover from an almost certain wipe, it's an important player skill after all, and please, give us more than one way to win a battle, something else than an unexpected way, like coil2 enrage.

    Balance is always good but it should never be preferred over functionality and fun, because it leads ro repetition and boredom, a scripted trial and error battle can seem balanced and fair, but it's not and it's of course far from being fun.

    TLDR: there's no such thing, a forum is a place to read and write, if you're not capable of it, this is not your place.
    (3)
    Last edited by Renik; 10-05-2014 at 02:55 AM.

  2. #2
    Player Shioban's Avatar
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    Shio Ban
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    Twintania
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    Conjurer Lv 90
    In 1.0 originally you had more options for a hybrid class such as a bastardised Red Mage, but then the 1.2x? (forgot which ones) did an overhaul of the battle system along side the introduction of job abilites/gear.

    In some ways, the simplicity of the current system allows for fast match-making and simple party managment.


    Where-as an XI system allows people to pick, choose and exclude.
    For example some jobs in XI in most end-game content now get excluded right off the bat, you'll virtually never see a Blue Mage.
    (0)

  3. #3
    Player
    Grey_Cain's Avatar
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    Character
    Cara Verant
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    Ultros
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    Conjurer Lv 90
    If you take the roles in the context of the game you'll find a common reason for why we haven't received those jobs: No new jobs have been added since release.

    Rogue/Ninja is the first, and we absolutely know that more are coming. Red Mage, Dancer, Dark Knight, even Green Mage could be added in the expansion, but we just don't know yet (Blue Mage is already confirmed not to be happening, though, because of it's OP nature).

    So how about waiting until we find out what new jobs are actually coming before passing judgement on why certain ones aren't coming.
    (0)

  4. #4
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    Quote Originally Posted by Grey_Cain View Post
    If you take the roles in the context of the game you'll find a common reason for why we haven't received those jobs: No new jobs have been added since release.
    This is the truth.

    The Holy Trinity setup isn't what's preventing new jobs from being released. Even Blue Mage can be adjusted to fit the current system, it would just need more work to implement than a more straightforward job like Ninja.

    The biggest challenge for the developers is for the new jobs to actually feel unique, and not just be job X with abilities with different names and visual effects.

    Just look at Paladin and Warrior at release. The mechanics of both jobs were pretty different (Paladin prevented damage, Warrior used self-healing to recover from damage taken). But when the Warrior rework happened many complained that the Warrior became too similar to Paladin because it now focused more on preventing damage too.
    (0)
    Last edited by Gilthas; 10-05-2014 at 01:37 AM.

  5. #5
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    RiceisNice's Avatar
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    Flo Fyloord
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    Famfrit
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    Machinist Lv 80
    Quote Originally Posted by Gilthas View Post

    The biggest challenge for the developers is for the new jobs to actually feel unique, and not just be job X with abilities with different names and visual effects.

    Just look at Paladin and Warrior at release. The mechanics of both jobs were pretty different (Paladin prevented damage, Warrior used self-healing to recover from damage taken). But when the Warrior rework happened many complained that the Warrior became too similar to Paladin because it now focused more on preventing damage too.
    On the other end of the spectrum, warrior on release was just absolutely bad at main tanking certain fights because they lacked damage prevention (and self-healing did nothing in this situation). Right now I feel warriors play differently enough from paladins that healing them is two different beasts, but both are still capable of being the MT or OT for fights.

    Trying to introduce a fourth role (support) would also require a complete overhaul on the dungeons and queuing system, and it'd probably place more of a burden on dps queues. Despite this, people still try to label bard as the "support" so they can probably try to incorperate it into dps... which brings into another problem of whether or not they're going to end up being required, optional or suboptimal to bring to a raid.
    (1)
    Last edited by RiceisNice; 10-05-2014 at 01:50 AM.

  6. #6
    Player
    Mardel's Avatar
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    Eru Meru
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    Gilgamesh
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    Pugilist Lv 55
    Quote Originally Posted by RiceisNice View Post
    Despite this, people still try to label bard as the "support" so they can probably try to incorperate it into dps... which brings into another problem of whether or not they're going to end up being required, optional or suboptimal to bring to a raid.
    They may as well have made a support job because bards are pretty much required for end game raids. (Especially during progression.)
    (0)
    If whatever you're shooting doesn't die after you pump 8, 32 caliber, slugs into it, it's probably a dragon.

  7. #7
    Player
    RiceisNice's Avatar
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    Quote Originally Posted by Mardel View Post
    They may as well have made a support job because bards are pretty much required for end game raids. (Especially during progression.)
    Don't see this, at least not on farmfruit. I've gotten shafted out of T6 because they wanted BLM, MNK, SMN and DRG.

    When it comes to new classes, I'd rather them avoid the whole "Jack of all trades, master of none". You don't want a role that's capable of doing all, but not really accel at any one (to the point that what they bring to the table isn't respectable, despite the perks they bring). Same in the case of having a SMN for Titan-egi in some fights simply because it makes it so much easier. It creates class exclusion and people will get left out. Making a fourth role would only compound onto this and make it even worse on dps for DF queues.
    (0)

  8. #8
    Player
    Renik's Avatar
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    Ren'li Heise
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    Balmung
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    Gunbreaker Lv 80
    Quote Originally Posted by Gilthas View Post
    The biggest challenge for the developers is for the new jobs to actually feel unique, and not just be job X with abilities with different names and visual effects.
    This is why we need the hybrid role to be implemented, it has been studied and the game is already balanced around it, but Yoshida decided to cancel/delay it in favor of the new players and hte match system, and i can understand the part of the match system, the game launched without the hybrid role, and releasing it now could cause some queue issues, but the sooner the better, this game is already very limited, making this change the sooner will be the best in the long run.

    On a more personal point, i don't want to play blue mage which is purely DPS, a nuker red mage or a healer green mage, if they are going to half implement those jobs they better just don't implement them.
    (0)

  9. #9
    Player Lithera's Avatar
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    Randolont Althoreaux
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    Midgardsormr
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    Quote Originally Posted by Renik View Post

    On a more personal point, i don't want to play blue mage which is purely DPS, a nuker red mage or a healer green mage, if they are going to half implement those jobs they better just don't implement them.
    XI was the only game really where the Blue Mage served multiple roles...it's always been almost entirely a damage class. Sure they had White Wind and Mighty Guard but 90% of their spells in previous games were attacks. Make them a pure DPS in XIV and give them the ability to pick between tank and healer LBs and you have your typical BLU from games other than XI
    (1)

  10. #10
    Player
    Renik's Avatar
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    Ren'li Heise
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    Quote Originally Posted by Lithera View Post
    XI was the only game really where the Blue Mage served multiple roles...it's always been almost entirely a damage class. Sure they had White Wind and Mighty Guard but 90% of their spells in previous games were attacks. Make them a pure DPS in XIV and give them the ability to pick between tank and healer LBs and you have your typical BLU from games other than XI
    Blue mage has been a lot of things in the saga, and the more complex the game the more diverse it becomes, look at Quina from FFIX as an example, we are not just talking about what it has been in other games, we are talking about its potential, we could make a dark knight who instead of dark magic and absorbs, uses only HP consuming skills, because it was like that in ffiv and tactics, but it would be a waste.
    (0)

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