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  1. #1
    Player
    Sylkis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    613
    Character
    Sylkis Tea
    World
    Sophia
    Main Class
    Scholar Lv 90

    Current classes/jobs are too simple

    What the current classes/jobs feel like to me at the moment:

    DPS: A whack-a-mole game except the moles come out in a predictable order every 2.5 seconds.
    Tank: 2 whack-a-mole games (one hammer in each hand), where the left side is like a normal game and right side like DPS. But with only 3 holes.
    (Healer feels alright to me at the moment - cleric stance is nice.)

    Simple, but keeps you busy like a mindless chore.

    The game makes up for the boring classes by releasing new encounters each patch, adding on top of the whack-a-mole game by making you dance or play a side game.

    The combat becomes interesting purely because of the side game. But it doesn't take long to get bored of that...then the old content dies.

    Because you can only play with your feet (AoE circles really - but not just that). Your hands are still occupied with the broken whack-a-mole game where the moles come out in a predictable order every 2.5 seconds. They HAVE to keep the game that you play with your feet simple because of that.

    It's like making clockwise circles with your hand and anti-clockwise circles with your feet. Individually simple but difficult together until you've practiced a bit. But the end result isn't that interesting.

    It's like playing a piano but your hands clash. The harmony and melody don't match. Each on its own is simple and sounds okay, but putting them together is harder, requires practice and sounds terrible.

    I want to play one good game, not two boring ones at the same time.



    I hope the analogy wasn't bad, I felt I could describe my discontent more precisely this way.

    I want a DPS/Tank that plays more like the game that a healer plays, or better. This doesn't have to be a change in the current class/jobs, just a new one.

    Situational attacks.
    Risk/Reward abilities - like a limit break that locks you down to do big damage. Or rolling a die to add to a total which buffs you, but you "Bust" if you roll past a maximum.
    More complex ground targetting abilities - like the level X attacks used by the eye boss in WoD except you are the one using it.
    A better enmity system where you have to actually worry about enmity and decide not to use certain skills.

    And when that's done, I think they can tune down the synchonised swimming.
    (12)
    Last edited by Sylkis; 02-13-2015 at 06:22 PM.