* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
10-15min fight is not that long of a boss fight.... go play Dragons Dogma and Fight Ur Dragon Online right now. Ya, You won't kill em in 10-15mins, soo fun too!~
Most people probably can't kill em in 15mins offline either, sooo ya, we need longer fights. if a single player game beats an mmorpg on fights, that's sad.
It's reasonable when you have a dungeon where you're going to have to fight somewhere between 7 and 12 bosses (unless you're expecting the developers to continue the one boss per instance nonsense). Even FFXI eventually started putting in enrage timers (though theirs are a bit longer because XI's combat system is as slow as molases) in order to place something resembling a time limit on each fight. 15 minutes would already be longer than WoW, as their encounters all have a 10-minute enrage barring Lich King, which was designed to be a longer fight. Would also fit XIV's battle pace, which is faster than XI but nowhere near as quick as WoW's.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
Too bad Yoshida already agreed fights are too short and mobs die too quickly. He's in favor of increasing all battle lengths.
Which can invite problems depending on the approach taken. If you try to focus on CC then I hope they give CC to every DPS job. If you're increasing mob HP and defenses then I hope they also tweak player debuffs and spread them through all the classes.
That's not to mention that making solo exp inconvenient (which would result from longer fights) is a step backwards. We'll see how this plays out.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
Point 1: That's exactly why it was being regarded as a change with the reintroduction of the Battle Regimen system. Player debuffs are mostly worthless because mobs die just so quick that it can't even take effect most of the time or flat out resist rates without alternatives, for example in FFXI you had numerous ways to debuff even resistant bosses that weren't elemental based resistance (i.e no paralyze on Shiva.)Which can invite problems depending on the approach taken. If you try to focus on CC then I hope they give CC to every DPS job. If you're increasing mob HP and defenses then I hope they also tweak player debuffs and spread them through all the classes.
That's not to mention that making solo exp inconvenient (which would result from longer fights) is a step backwards. We'll see how this plays out.
Point 2: That's also why they're tweaking the guild leve system which monsters already have scalable and pre-adjusted HP/defense which are lower than "world spawn" mobs, if you ever get a mob caught in your AoE at low level, look at how quick a GL mob dies versus a regular mob, they have a lot lower HP in many regards.
Yoshida isn't inexperienced to MMOs so he knows the type of balance they'll need, it's mostly the community that's heavily split on certain subjects, he's not against doing a lot that he deems will be good for the game.
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