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  1. #11
    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)

  2. #12
    Player
    Izsha's Avatar
    Join Date
    Nov 2013
    Posts
    966
    Character
    Izsha Azel
    World
    Exodus
    Main Class
    Warrior Lv 80
    This game is easy to balance because the jobs and gear are horribly simplistic with virtually 0 room for customization. As long as they stick to this model all they have to do is adjust potency of dps abilities slightly now and then to keep them in the same range. Same with healers and similarly adjust mitigation %s to keep tanks equal.

    Instead of complex gear/stats and unique jobs (like Xi for example), we get simple cookie cutter jobs and gear and the complexity is bound to the encounter. Every fight in this game is wildly different but the classes and gear don't change instead of the other way around. It works, but I still miss the element of player controlled complexity. Charactor development now is nothing more than get higher ilvl gear. The upside is it makes balance much easier to maintain because players don't have the freedom to create unorthodox gameplay. As long as they stick to the Holy trinity and simple jobs and simpler gear balance will be easy, for better or worse.
    (0)

  3. #13
    Player
    Hayward's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    857
    Character
    Hayward Timberwolf
    World
    Adamantoise
    Main Class
    Summoner Lv 70
    The answer to this question, in my mind, really depends on how the devs want to integrate new jobs into the pool we already have. With Ninja, I really think they want this job to contribute things that Monks and Dragoons cannot. In turn, I want to see the devs give Monks and Dragoons abilities that will allow them to stand out in their way (a Suiton-type ability that will allow them to execute combos regardless of position angle might be the way to go).

    As to XI, I concur that 5~8 out of 22 jobs was simply unacceptable. However, I cannot fault Teams Tanaka or Matsui entirely for that. That playerbase has been so obsessed with efficiency that it was near impossible to make a job over without nigh on overpowering it to get people to accept the job. I sincerely hope Team Yoshi continues to consider this as Dark Knight, Gunner, and other jobs make their way onto the Eorzean stage.
    (0)

  4. #14
    Player
    Animarelic's Avatar
    Join Date
    Sep 2013
    Posts
    332
    Character
    Ash Kand'r
    World
    Balmung
    Main Class
    Gladiator Lv 80
    The issue with FFXI was that the cross class system made certain jobs irrelevant. The jobs here are more unique in that they all bring something different and they tend to compliment at least one other job in the party. AS long as SE keeps that synergy there will always be room for every job they release. The biggest challenge is balancing all the jobs so they don't feel the same and underpowered or overpowered.
    (0)

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