I wish.......



I wish.......
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http://forum.square-enix.com/ffxiv/threads/145190-Dungeons-Opening-Up-To-Explore
Make it happen.


People complain about trinity but it works fine.
The problem with support is that unless it can cause failure or success, then it's irrelevant.
Tanks, healers, and dps all have critical roles.
Supports have no role. If their buffs increase dps, then they're effectively a dps class. Their buffs/debuffs will be balanced so the group does the same damage regardless of whether the group uses support or dps. Which means support is irrelevant and might as well be a dps class.
If buffs are needed for tanks and healers to do their jobs, then the tanks and healers are underpowered. Making tanks and healers weak so they need support just makes things harder on them. Tank and heal are already unpopular. Don't add support and make them even weaker and less popular.


Okay, I get your point on the "may as well be a DPS" bit, but then a counter argument would be, if the job is basically going to be a DPS class, as effective as one, and would provide a different playstyle than a DPS that some people would enjoy, what harm would be had if they added a support role?
So... basically what I'm saying is, using your train of thought, which I do not disagree with, if they made it no better or worse than another DPS through their buffs/debuffs, it would be providing a equal level DPS class with entirely different party mechanics some players might find refreshing and enjoy. I see no negatives to this. However in order for a support role to fit into a party set up, we'd either need to add them in a DD slot where it can only roll 1 support maximum (I.E you can still get 2x DD parties, or 1x support 1xDD), or increase the light party size to 5 or 6 to accommodate it.
At this point, with the 4/8 system so engrained into the game, I don't see a support type class working without some restructuring. Its not impossible, but there'd be a lot of balancing concerns to address first.



It messes up party balance. DPS can be interchanged to a degree; a DRG in place of a MNK or NIN is not going to drastically change the party synergy because you have a class replacing another in a role. You're asking to add the equivalent of a fifth wheel, and one that would make putting together a party that much more of a pain.
Let's also not forget that "support" has a tendency (on top of being difficult to balance and being either useless or mandatory) of being less populated than tanks and heals, which means that 30 minute duty finder queue would become even worse if you had to fill 4 roles instead of 3. Even outside of DF you have the issue of still requiring said fourth role for raiding. And because of the established pattern of support being less populated, you have a very bad scenario in your hands. Look back to the past existence of princess bards and princess red mages in FFXI if you don't believe me.
So you're asking to be different for the sake of being different. Not because it's a needed dynamic (because it isn't needed), not for the sake of improving gameplay, but entirely based on a desire to do something different from the trinity. That's not a good reason to make any changes or inclusions.if they made it no better or worse than another DPS through their buffs/debuffs, it would be providing a equal level DPS class with entirely different party mechanics some players might find refreshing and enjoy.
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At this point I have to ask "why?" Yoshida himself has talked about sticking to the trinity. Reasons as to why that's a good call have already been covered. Reasons as to why wanting to shoehorn a fourth role for the sake of being different is a bad thing have also been covered, but some people seem to either ignore the arguments or simply don't care for balance and parity between jobs. It's really mind boggling.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)


No, thats not what >i'm< saying. Read the post i quoted, and the first sentence of my post, it'll make sense. I was using their argument as a start point. Its not what I'm asking for at all, simply by applying the logic of the one I quoted to the argument of mine to show that it wouldn't really be a negative impact.
And if you have to ask yourself why, you are missing the concept of subjective fun, despite how some people feel "If its not fun then quit!" is an incredibly narrow and closeminded approach to games, I'm not saying rewrite everything, but adding more is rarely a harsh problem. You may not enjoy the idea of being a support class, but there are more than enough players who would. In a game entirely about the community and enjoyment, what harm, if balanced properly, is there in adding another type of roll that will just enhance the enjoyment of some of the community?
You may find it redundant, or even a little useless... but others could thoroughly enjoy the idea of providing a more support role. In the same light, you may not like being a healer, but other players find enjoyment in that role. Its not rocket science, and its purely a subjective thing much like fun. I think with how good the devs have done so far in the balancing act of jobs, they'd have no problem pulling off a Support role. Theres also one other subject of my post you might ave missed
So again, I support the Idea that as a 4 party system, Support/Debuff would have little purpose unless they specifically filled one of the 3 trinity places first and foremost... and at that point they would be too powerful. A "Full Party" raid though could easily be adjusted to be 1Tank, 2healers, 3DD and a Support... but releasing a job only useful in 8 mans would be silly and hard to level up. So yes, the party size would need restructuring to fit a support class, I'm in no argument there.At this point, with the 4/8 system so ingrained into the game, I don't see a support type class working without some restructuring. Its not impossible, but there'd be a lot of balancing concerns to address first.
I also understand a support role could cause some events to need to be specifically re-tuned to adjust for those support jobs (Think how in XI, they adjusted some fights with the assumption Perfect Defense or Embrava were going to be used, and that made them hard/impossible without those abilities... creating a demand for specific jobs and specific buffs that excluded a lot). So yes, adding a support job can be introduced and implemented horribly and cause wide unbalance, but there are counter measures.
Say for instance, if you added a job that could increases Attack speed, Spell Speed, Skill Speed, Damage output, Defense, etc... basic BRD buffs in other games, but limit them by only allowing 2 to be active on a player at any given time regardless of how many support are in the party, you at least prevent "Bard rotations" Like what appeared in XI, another mechanic that hurt content.
Still, I'm not saying adding a support class or debuff class is absolutely needed for XIV, so don't think thats what I'm going for. I'm simply saying that despite how badly it could be done, there are right ways to do it.
Last edited by BlaiseArath; 11-02-2014 at 05:40 AM.



Balance trumps subjective fun, because while balance can allow for subjective fun, subjective fun doesn't always allow for balance.
The crux of my argument is that it messes with party dynamics and group comps in a way that is detrimental to the community as a whole. You have to factor human nature into these sort of things, because you know the support classes will follow the trend of being the least-played yet balanced to being the most needed. That's not a good thing for the game in the long run. As I said, look back to princess Red Mages and princess Bards.You may not enjoy the idea of being a support class, but there are more than enough players who would. In a game entirely about the community and enjoyment, what harm, if balanced properly, is there in adding another type of roll that will just enhance the enjoyment of some of the community?
If you think uppity tanks or healers are bad, the aforementioned two monstrocities were worse by several orders of magnitude.
Except healers don't create any of the problems a support role does. Healers, along with tanks and DPS directly affect the battle, which is why the three work off each other as well as they do from a design perspective.In the same light, you may not like being a healer, but other players find enjoyment in that role. Its not rocket science, and its purely a subjective thing much like fun.
You're missing the fact that the reason balance between the jobs is in such a good place is because they stuck to three roles and blended support aspects into the three roles.I think with how good the devs have done so far in the balancing act of jobs, they'd have no problem pulling off a Support role.
Gonna quote this for emphasis. It'll get ignored by some, but I'll be damned if I don't try to help people understand why things work the way they do.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
I see what you're saying - and I agree, but it does whittle the range of potential the game has down to a very narrow and rigid system. FFXIV with it's roles right now is limited and I think they can loosen up a bit with encounter sizes, design, and group composition.
The question is how can they make support desirable? because of the mechanics support has to be able to fulfill 2 roles without breaking the game or making non hybrid roles obsolete. The only option I see would be to actually develop the cross system more akin to what XI's was. But that just seems like a very meticulous process Yoshi-P isn't trying to delve into.



It'd be interesting but the game really isn't built for it and I doubt Heavensward will change it, maybe by 4.0. The way it is now support abilities are spread all over every class, a lot of these are general use and can support everyone. Then there's also the synergy between classes like Dragoon and Bard, both Tanks supporting each other, and Monks supporting themselves.
I actually kinda like the way that works even if it could be expanded upon, still I wouldn't mind a dedicated buffer and debuffer. Dunno how it'd actually work say when you're soloing stuff doing leves and what not and DF queues would have to be changed to accommodate that extra support slot, that last thing sounds like too much work that could be worth it, but this game already puts minimum effort into a lot of stuff.
Supports would just enhance the game is all.
And yes, Supports for the sake of enjoyment alone is a worthy reason for implementation.
It's a GAME.
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