Yeah. Definitely. A little less of "everything on everyone is exactly the same" would be friggin' awesome.



Yeah. Definitely. A little less of "everything on everyone is exactly the same" would be friggin' awesome.

For end game and party content, yeah, everyone will (hopefully) pick the same thing to optimize their class.
However, there are other things people like to do, like soloing or unsynched content, and with cross class abilities we have the perfect mechanism to add and remove abilities depending on the content we do. There isn't any reason to not open this up.
I agree that permanent talent trees are kind of a waste of time if everyone is picking the same build anyways.
But it's becoming more and more clear that the vision of the game is to streamline and simplify everything to the point of a really basic straight line of progression and play, given how Heavensward has been implemented, so I don't expect they will start heading in the opposite direction any time soon.


All the "weak" arguments are major faults in skill trees.
It will always boil down to the most optimal builds and class which Yoshi-P doesn't want.
I'm just some guy...


Your attempt to discredit the illusion of choice counter is invalidated because it ignores the fact SE knows what will happen. They can just pull the data on merit points and sub jobs from FFXI.


Also the claim that there are games out there that are balanced with customization is also false. We have job adjustments every update, throw in skills, they get more complicated. All of your arguments ignore the past experiences of game designers.
people cant handle clear cut this is the best rotation do it jobs...... you really want to give this sea of derps custimization? *shutters*
You'd be surprised, Diablo 3 Community is exactly like the FFXIV Community when it comes to gearing out Characters or optimal Skill Usage.
Restricted Jobs are well... uh, there is only one best Rotation and everyone focuses on it...
I would be happy to have a Spell Speed Mage with the Ability to have enough Movement or a Heavy Damage Dealing Mage with slowed Movement. *Does look at Nexus System from FFXIII*
Last edited by Mwynn; 08-05-2015 at 05:12 AM.


already happens here. it's just dumbed down because everyone is the same.
rotation=/=customization. you can make an optimal setup for a job that most people will fall into, and that requires no skill (outside of arithmetic). rotations are similar, but actually require execution to function properly.
This, it just makes the game harder to balance overall because in essence this is what you do.
We have 3 tanks, 3 healers and 7 DPS jobs.
With that each one has one way of playing no variables so content is based on how 13 jobs play.
Add specialization and you amplify it based on options, give each class 10 option now you have 130 variables to keep in mind rather than 13, wherein you could make contnet that is easy for one setup but impossible for another and then what, all you do is have people continuously resetting their skills to always be the most optimal. To create content around an open ended skill system just makes it harder to create an engaging and challenging PVE experience.
You kinda gotta think of it like this, in chess do you get to choose what pieces you want to start with? Why not wouldn't it give you more options, allow you to do more, to optimize how best to play. The reason for the limitations is because you learn to work with what you got, each ability is a chess piece and it's using those abilities to the best of their effect that makes you more effective. It's that mentality that allows for challenging content like Savage mode and primal extremes to be made because the creators can base the content around the constants of the jobs and not have to consider the variables that each job "could" have.
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