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  1. #26
    Player
    Izsha's Avatar
    Join Date
    Nov 2013
    Posts
    966
    Character
    Izsha Azel
    World
    Exodus
    Main Class
    Warrior Lv 80
    It's a different philosophy. At 1st I hated this games simplistic combat too, but I've come to see a lot of merit in their choice.

    The more complex a class is the harder it is to balance. If drg isn't competing with nin, make slight pot buffs and it's fine. In games with more elaborate combat systems, skill trees, player freedom, classed are forever in a state of imbalance and that really sucks the fun out of a game.

    SE has chosen to have simplistic classes, and exchange them for elaborate encounter design. This allows easily managed class parity, and unique encounters. In, say, ffxi, the jobs were all absurdly unique and had some special synergies, but fights were really extremely bland because any of the more unique fights immediately catered towards a subset of jobs with aligned strengths to the encounter.

    I have come to accept, and even embrace this new design model. Every fight is unique and memorable while jobs are all useful and playable, if a little simple. This also aids the game in hooking new players without confusing or overwhelming them.

    I have slowly come to really dig this approach. I would, however like to see boss AI mix things up a bit to take some of the 'boredom' out of played out contenr. But to SE'S credit they have slowly been moving towards more random elements. Shiva weapon swaps, newer dungeon bosses like vigil HM final boss and a bunch more in recent patches. They are starting to toy with the idea of randomization and i think if they can continue intelligently down that path, this game will be quite a ride in the long run.
    (4)
    Last edited by Izsha; 02-12-2015 at 09:21 AM.