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  1. #1
    Player
    Syrus_Draco's Avatar
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    Aug 2013
    Posts
    179
    Character
    Syrus Hyena
    World
    Excalibur
    Main Class
    Lancer Lv 100

    Don't Get Out Classed!

    This is more of an inquiry/concern that I'd like to hear from the FFXIV team answer.

    In FF XI there were over 20 jobs to play, and while the variety was amazing, it wasn't a great appeal for many end game content. In past experiences, of all the 20+ jobs, only 5~8 jobs were accepted to hard core/end game raids. These jobs were the most proficient and any other job was highly frowned upon or not accepted.

    In FFXIV there isn't an abundance of jobs just yet, but I am cautious as to how adding more jobs will affect the old. I am curious to see how the devs will balance out all jobs, so that end game/hardcore groups will refuse to take X and Y job, because A and B job's kit are much more proficient in that role. This can range from the numbers a job can put out, to the cross class abilities as well as its over all kit. If certain jobs fall out of favor, many players may reluctantly have to reroll just to stay relevant in the current meta.
    (0)

  2. #2
    Player
    Ehayte's Avatar
    Join Date
    Sep 2013
    Location
    Ul'Dah
    Posts
    1,172
    Character
    Supply Demand
    World
    Adamantoise
    Main Class
    Warrior Lv 72
    We are kind of seeing this with DRG right now, and the response from SE has been to announce a buff to DRG, keeping them relevant (hopefully).

    NIN was a solid addition to the game, I think most people will agree. But even if they do have some jobs just completely fall off the way-side, this game would be awesome to have to reroll, since gear is reset every 3 months pretty much (new iLVLs are given in .0, .2, .4, while super easy ways to get that gear is introduced in .1, .3, .5). Its super quick to catch up in gear to a reasonable degree in this game.
    (1)

  3. #3
    Player
    LineageRazor's Avatar
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    Dec 2013
    Posts
    3,822
    Character
    Lineage Razor
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 90
    Bear in mind that while there were only 5~8 jobs accepted endgame, WHICH of those 20+ jobs were among the 5~8 has varied wildly over time as SE added encounters that favored certain jobs, made tweaks to existing jobs, and so on.

    There was a time when WARs were the most highly favored DD. Now you hardly see them at all. NIN was once the most favored tank. Nowadays, people won't even use NIN as a subjob. Even mainstays like WHM had their time out of the limelight, when RDMs were favored for their longevity. While it's true that there's a handful of jobs that never really had a chance as serious endgame raiding jobs (BLU, DNC, BST, PUP), they kinda made up for it by being superb solo jobs.

    As Ehayte says, even with the small selection of jobs we have now, favoritism is still happening. It's pretty much inevitable. Better to have a wide range of classes, then - variety is the spice of life!
    (0)

  4. #4
    Player
    Syrus_Draco's Avatar
    Join Date
    Aug 2013
    Posts
    179
    Character
    Syrus Hyena
    World
    Excalibur
    Main Class
    Lancer Lv 100
    Quote Originally Posted by LineageRazor View Post
    As Ehayte says, even with the small selection of jobs we have now, favoritism is still happening. It's pretty much inevitable. Better to have a wide range of classes, then - variety is the spice of life!
    Those spices will be left sitting on the shelf collecting dust if they do not contribute in any way shape or form to the current meta of the game. That is how many jobs were in XI. So you had a lot of work spent on jobs that a vast majority never played, to be for naught.
    (0)

  5. #5
    Player
    Damane's Avatar
    Join Date
    Sep 2013
    Posts
    86
    Character
    Damane Lestrange
    World
    Shiva
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Syrus_Draco View Post
    Those spices will be left sitting on the shelf collecting dust if they do not contribute in any way shape or form to the current meta of the game. That is how many jobs were in XI. So you had a lot of work spent on jobs that a vast majority never played, to be for naught.
    the job balance in FFXIV isnt that bad. the DPS jobs arent far apart from each other, infact they are pritty close together. So I dont see a current BIG Problem (only DRG survivability atm). The Discrepancy in XI between DDs was much bigger, depending on the era of time, however XI is alot harder to balance then FFXIV, because it lets you choose between alot more options in terms of: Subjob, Gearswaps/Gear, Buffs, Weapon! (Relic mythic Empy or somethign totally different). Atm XI very unbalanced regarding the discrepancy between the DD jobs (nukers included).
    atm its somethign like:
    SAM
    .
    .
    .
    .
    .
    MNK
    WAR
    DRK
    .
    NIN
    DRG
    BLU
    DNC
    .
    .
    .
    .
    .
    .
    .
    .
    Nukers.
    (0)

  6. #6
    Player
    Windklinge's Avatar
    Join Date
    Nov 2014
    Posts
    300
    Character
    Windklinge Wirbelwind
    World
    Shiva
    Main Class
    Marauder Lv 60
    dont take CT ST as any example of a good 24 person raid plz. its one of the most easiest 24 man i have EVER seen on any mmo. what i rather mean is a coil difficulty like 24 person instance. room for 3 tanks and all dps classes. also xpac makes this totally an option with gear and lvl beeing reset again.
    (0)

  7. #7
    Player
    Windklinge's Avatar
    Join Date
    Nov 2014
    Posts
    300
    Character
    Windklinge Wirbelwind
    World
    Shiva
    Main Class
    Marauder Lv 60
    imo it can easily be prevented : stop doing only 8 person hardmode content. start doing 24 person hardmode content and problem is gone. like most mmos do it. otherwise some classes will just never see some bosses in the future. you can already except to see nothing but dark knights on the tank spot once the xpac hits. tough if darkknight stays there compared to pal and war depends on how OP they will be compared to those 2 in the end. imo its better to have a spot for every class on a endgame raid. and while this wont work for primals maybe itll work since coil is now finished there is no reason to not start releasing future coil like dungeons on 24 person format. would also open up the raiding world for more players which is always good.
    (0)

  8. #8
    Player
    Syrus_Draco's Avatar
    Join Date
    Aug 2013
    Posts
    179
    Character
    Syrus Hyena
    World
    Excalibur
    Main Class
    Lancer Lv 100
    Quote Originally Posted by Windklinge View Post
    imo it can easily be prevented : stop doing only 8 person hardmode content. start doing 24 person hardmode content and problem is gone.
    That wasn't the case in XI when they had 3 party alliances

    And you can only run CT/ST so much before that one and only single instance gets boring, as oppose to the multitude of 8 man content that is XIV
    (0)

  9. #9
    Player
    Seiryuukishi's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    297
    Character
    Helios Etoilefilante
    World
    Leviathan
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Syrus_Draco View Post
    That wasn't the case in XI when they had 3 party alliances

    And you can only run CT/ST so much before that one and only single instance gets boring, as oppose to the multitude of 8 man content that is XIV
    They have stated that they have plans for more/harder (not coil hard) alliance content in expansion. How it would be implemented from Heavensward out I cannot say but I believe the kid gloves are gonna start to come off with 3.0 (maybe?)
    (0)
    Again I saw that under the sun the race is not to the swift, nor the battle to the strong, nor bread to the wise, nor riches to the intelligent, nor favor to those with knowledge, but time and chance happen to them all.

  10. #10
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    One way to address this is some degree of homogenization. WoW is pretty saturated with the different types of class and specialization; 11 classes each with no less than 3 specs (4 for druids) with different roles and playstyle, leaving up to 34 different possible specs. If one provided unique buffs, debuffs or utility over or the other, there would be stagnation and ostracization of one of the classes (which was pretty bad in TBC and especially classic for raiding content).

    They tried to remedy this a bit by homogenizing some of the utility that could be provided by one of the class:spec combos; All mages regardless of their spec could buff spell power and crit, all rogues as well as enhancement shamans buffed attack speed, elemental shamans and balance druids buffed spell speed, as well as warlocks buffed spell speed, the list goes on. Being able to do all of that without sacrificing the integrity and uniqueness of each class:spec combo is a pretty damn good feat, though it's still one of the big dividers on the playerbase that want to be the special snowflake or go back to the days of olde (vanilla WoW)

    In the perspective of FFXIV, we do this to an extent with the cross class abilties (DRG, MNK and BRD also have mantra), but it's undertuned to a variety of levels due to passives (granite skin, mantra). And this hits DRG pretty badly because they themselves really have no utility other than disembowel (which is still less effective on bards because of DoTs), and IMHO doesn't really offset the fact that they're a liability to dying to unavoidable damage and have a really varied damage spectrum because of bosses spinning around.
    (1)

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