I don't think I said they are wrong, or rather I did not mean it that way.
I wanted to say that while I understand it wasn't an easy situation, I still find the solution they proposed disappointing.
Concerning the 15/11 thing I think they're not necessarily wrong, but that I do not understand the reason why they went that way. Not being able to understand their reasons, I'm of course unable to say wether they did the right or wrong thing, wether I agree or not with them. That's one of the things I was trying to understand here. Sorry if I gave the wrong impressions, didn't mean to randomly whine or troll.
Once more concerning the 15/11 thing and replying to Junpei as well:
We should split it into the 3 full parts
- 10 free actions - You "limit" the amount of actions from other classes you can equip, this number will be inferior to the total number of action you can equip. There's very little to argue here, I absolutely agree. The classes needed to feel more "unique" from each other. Going on THM and equipping 28/30 CNJ actions (extreme example) was just wrong.
- 11 Job traits - Mixed feelings here. Why not allowing a small degree of flexibility here as well? Like... 9 traits and 2 "free slots"? Making sure that the "special" traits are made "exclusive" to a certain class? And aside from this, I don't think I really understand the "fixed total limit" (see below)
- 15 Actions - This is probably the core of what I'm saying. Junpei you're saying that it's "fair" for all classes to have the same number of actions because that will ensure "balance" and will avoid waste of useless abilities. In my opinion this is not true, the're two completely different aspects: having 15 actions doesn't ensure it will be "fair" for everybody, since actions all have different mechanics behind, they have to be balanced individually. An action could be considered as "strong" as 3 actions from another class, and vice-versa. Balancing classes is a very delicate and complex process that you need to do with case-by-case fine-tuning, you can't do it by putting a cap to the total number of actions, and you can't even be so naive to believe that putting a cap there will ensure balance or will make the balancing job easier, for developers. Plenty of games clearly already showed that over the last years.
If they wanted to make things this way they had to make 15/11 a "generic goal", not a strict one. Now since english is not my main language, let me explain further what I mean with these two:
- Strict Goal - You ABSOLUTELY need to respect it, no exceptions allowed, EVERYTHING has to be that way. You feel like a job needs a couple more actions? Nope. You feel a job is already "complete" with less? Just add a few placeholder things nobody will use.
- Generic Goal - You will work hard to get as close as possible to the 15/11 result. If you feel some job is already balanced/strong/fun to play with fewer then leave it that way, you'll have time to add something in the future if need be. If you feel a job absolutely needs a couple more actions, then add them. But in any case, do your best to stay as close as possible to the 15/11 goal.
I could have understood the second solution, but the first one seems, to re-use the metaphor I mentioned before, like they're binding themselves with chains with their own hands.
I'm not trying to convince anyone btw, more trying to confront myself with other people's opinion, I might find some new enlightning details I missed so far![]()