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Thread: DRK balance

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  1. #25
    Player
    Belhi's Avatar
    Join Date
    Feb 2015
    Posts
    3,016
    Character
    J'talhdi Belhi
    World
    Bismarck
    Main Class
    Conjurer Lv 90
    Look, people keep talkin about needing more MP or making Dark Arts cheaper.

    If SQ gave Dark Knights more MP or made Dark Arts cheaper they would have to either put a higher CD on Dark Arts, limiting the flexibility of its use or nerf the effect Dark Arts has.

    Why?

    Because Dark Knights are currently balanced against the other tanks with the MP cost vs the effectiveness of Dark Arts in mind. Dark Arts isn't something your supposed to be spaming. Its supposed to be a periodic boost to existing skills. Managing that boost is part of the skill of playing a DRK.

    Quote Originally Posted by MagiusNecros View Post
    What you mean to say is they homogenized the jobs even more by making them rely on just one stat and the only slight customization you have is strength on accessories and secondaries. Which for tanks is even less considering many won't even look at Parry due to how wonderful it is. If they just want you to rely on one stat why have any other stat at all? Same reason with all those elemental resistances sitting at 280ish and the same with your physical resistances sitting at 0 for everything.

    I'm glad you like it simple but it offers little room for diversity in playstyle. Which you had in several other RPG's. FF included. Hell FF Explorers does a better fucking job at being a what they referred as a lite version of FFXI and everything is simply fantastic?
    Honestly that really has little to do with DRK balance. However Yoshi P has said that he prefers to offer variety by offering more job types. Very few of the Jobs play that similar to each other so stats doesn't really cause homogenization except perhaps with gear availability and with a computer game, particularly one balanced like this, having clearly defined Jobs, abilities and roles makes the game more accessible and keeps the game well balanced. More customisation of abilities and power almost always has a negative impact on balance and no one likes it when their favourite class/Job feels weaker than the others.

    That said, FF14 could do with a bit less rigidity and some things like Parry definitely need fixing. While they said they don't intend to offer anything notable in Job customisation, I wouldn't say they would never do it cause with game design things are always changing and its not like they can just keep giving us more skills to find space on the skill bar for every 10 levels.
    (2)
    Last edited by Belhi; 04-21-2016 at 12:26 PM.