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  1. #1
    Player
    Gramul's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    5,203
    Character
    Eisen Gramul
    World
    Hyperion
    Main Class
    Blacksmith Lv 90
    Quote Originally Posted by silentwindfr View Post
    the question is more:
    do the support will make up for the difference of dps?
    do the support will bring anything to the group worth the loose of one dps and the increase of the duration of the fight?
    do the support will be able to level up without rely to a whole group?

    and the more important one:
    do a lot of player will really play it? or do it will simply be played by a small number of player?
    That's not really the point I'm trying to make. I'm not really sure how to clarify what I'm trying to say, but I'll give it a shot and try to retroactively address your questions too.
    Let's say this game started out as you being able to destroy any enemy before it kills you. But then they patched it so that you need someone to take the brunt of damage because it's too much for you to take.
    Then they patch it again so you need healers to manage overall damage because they hit even harder now.
    If they where to add more stat boosters and downers that lasted for longer periods, we would need a job to counteract that.

    The only reason we don't see ourselves as weaker for relying on each other is because we already do. We're used to it.

    People play as healers and tanks because they're needed and because they are fun to play. A stat based job would be no different if implemented well. Things like strong poisons and being able to weaken certain defenses could help solo players not feel so helpless.
    The problem is, so much of the game is already designed around the trinity system that it would need a lot of reworking to make it relevant for past content. And I can't see them doing that, or players being happy with the initial change.

    Quote Originally Posted by Delily View Post
    I wouldn't call it arbitrary, more emergent.
    Emergent gameplay was the intent behind 1.0. With players being able to cross class more viable skills, but that was never fully realized.
    This game is constructed on the trinity idea. It demands it of the playerbase.
    (1)
    Last edited by Gramul; 11-02-2014 at 05:17 AM.

  2. #2
    Player
    Delily's Avatar
    Join Date
    Oct 2014
    Location
    Gridania
    Posts
    666
    Character
    Delmania Shadowstar
    World
    Diabolos
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Gramul View Post
    Emergent gameplay was the intent behind 1.0. With players being able to cross class more viable skills, but that was never fully realized.
    This game is constructed on the trinity idea. It demands it of the playerbase.
    I was referring more to the path themepark MMOs have taken, not strictly 1.0 to 2.0. The trinity system tank/heals/dps is the most slimmed down design you can build a game against given that players will always look for ways to increase damage output.
    (1)