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  1. #1
    Player
    Velhart's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    2,849
    Character
    Velhart Aurion
    World
    Hyperion
    Main Class
    Machinist Lv 80
    Quote Originally Posted by RiceisNice View Post
    That's when you need to keep that within reasonable balance of each other. Bard is better than mch in almost all aspects in regards to progression for pushing Dps, and speed kills, but some groups still run with a mch over a bard, and same with meld and caster to an extent. There needs to be some flavor or at least a sense of empowerment with the job, otherwise you're playing at the same pacing and strength for the entirety of the expansion.
    That is something that is debatable. Obviously each job should play differently and have it's own flavor, but in cases like MCH and BRD I wonder if their support functions in general should be more symmetrical since it doesn't completely break the differences MCH and BRD have. That can have it's own issues however. They did say in 3.2 we would likely see changes that in fights that require more tanking and healing, so that alone might balance which one you take in terms of heavy progression. Just have to see.

    Quote Originally Posted by Kaurie View Post
    First, I thought we were talking about stats balance, not job balance?
    It ultimately falls into the same category. Since you have to completely rework the job system to favor the new stat system.

    Third, this game has shown that player skill trumps class balance by a long shot.
    And the system proposed could put that into question.

    Sure, i think of the consequences. I just think that the dev team is not fully incompetent, and that having variation is fun.
    It is not a matter of if they are incompetent or not. It is simply over the top balancing that couldn't even be approached steadily in FFXI/1.xx, so expecting them to bring a similar system to that back and not be a mess balance wise does not seem realistic.

    Outside of raiding, I fully agree. I think the nerf to Steps of Faith was uncalled for - for example. I've never been in a group that had to vote abandon this fight, and was able to clear it on my 2nd run with my first group on the first day. It wasn't a hard fight, but it required a bit of game knowledge and coordination.
    Yep. Instead of giving a small push to players, they simply dumb down the fight. For Steps of Faith in particular, what they could of done to make it easier is simply doing a better job explaining what is going on and what function does what. It wasn't a fight that needed to be dumbed down, it was just a fight people needed to understand. Before the nerfs, going in the only issue was people didn't know what the canons or dragonkiller did.
    (0)
    Last edited by Velhart; 01-12-2016 at 02:58 AM.

  2. #2
    Player Kaurie's Avatar
    Join Date
    Apr 2015
    Posts
    2,427
    Character
    Kaurie Lorhart
    World
    Leviathan
    Main Class
    Summoner Lv 80
    Quote Originally Posted by Velhart View Post
    It ultimately falls into the same category. Since you have to completely rework the job system to favor the new stat system.
    That is a pretty big assumption. That said, the jobs are already imbalanced. (i.e. See who wants a PLD over DRK for Savage).


    Quote Originally Posted by Velhart View Post
    And the system proposed could put that into question.
    See last point. This is a pretty big assumption. As the game is already imbalanced, but shows that player skill trumps balance. I mean you can have 600 DPS DRG and a 1400 DPS DRG. I am sure that the added stat variation will amplify this, but it won't make the 600 DPS DRG any less wanted. People will still look for player skill over player job.

    Quote Originally Posted by Velhart View Post
    It is not a matter of if they are incompetent or not. It is simply over the top balancing that couldn't even be approached steadily in FFXI/1.xx, so expecting them to bring a similar system to that back and not be a mess balance wise does not seem realistic.
    I am not sure why you think that FFXI is the only place which has done horizontal progression or interesting stats before. I never played it, so I can't speak to them. That said, Guild Wars II is quite successful and focuses on Horizontal Progression (Even though I hate their system). WoW has much more interesting stats and trait lines in jobs, and has been very successful.

    I think that the devs are fully capable of making their own system, and not copying FFXI, and balancing it.


    I think the TLDR is, just because it has failed before does not mean it will always fail. Further, the failures that you're talking about are already present in this game.


    If I were to propose a solution this is how I would do it:

    1. Make every item have materia slots
    2. Make coloured materia slots and types to limit certain types of materia (i.e. a Eso Chest Piece may have 1 red and 2 purple slots, Crafted may have 3 green, whereas the raiding chest piece has 2 red and 1 blue slot etc)
    3. Increase the number of stat types and categories

    RED: Damage oriented
    Crit Severity
    Crit Chance
    Determination

    BLUE: Resource oriented
    MP Refresh rate increase
    TP Refresh rate increase
    MP consumption decrease

    Purple: Speed oriented
    Spell Speed
    Skill Speed
    Ability Re-cast time
    Auto-attack rate increase

    Green: Health oriented
    + set HP (not VIT, just HP)
    + HP Regen in battle

    Yellow: Other/Movement
    Increased movement speed (10% out of battle 5% in, or something)
    Stealth (lowers the chances of being seen when sneaking past mobs)
    Decrease falling damage

    4. Have more ways to obtain Materia - Diadem was a great step. Add Materia as rare drops in Expert Roulette and common drops in raid content
    5. Make Materia meldable by anyone, or at least have a vendor that can meld it for you for Gil if you do not have the crafting job
    (4)
    Last edited by Kaurie; 01-12-2016 at 03:24 AM.

  3. #3
    Player
    FeliAiko's Avatar
    Join Date
    Aug 2015
    Posts
    591
    Character
    Feli Aiko
    World
    Odin
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Velhart View Post
    Yep. Instead of giving a small push to players, they simply dumb down the fight. For Steps of Faith in particular, what they could of done to make it easier is simply doing a better job explaining what is going on and what function does what. It wasn't a fight that needed to be dumbed down, it was just a fight people needed to understand. Before the nerfs, going in the only issue was people didn't know what the canons or dragonkiller did.
    To be honest, the NPCs in Steps do enough explaining on what to do. The cannons weren't a new mechanic: you had the same concept in Castrum and both Stone Vigils, so a NPC telling you to use the cannons on the dragon shouldn't have been a difficult concept to get and execute. A speech bubble telling you to use the snares during Vishap's long cast is self-explanatory. Problem is people just went stupid and gave up/cried for nerfs instead of actually trying to follow simple instructions.
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