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  1. #1
    Player
    Kaminto's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    217
    Character
    Kaminto Komouri
    World
    Gilgamesh
    Main Class
    White Mage Lv 91
    I am against the subjob system basically because it's nothing more than a numbers game, once someone finds and posts the optimal combinations it's "limitless diversity and range" are gone and players doing odd combinations will be ousted, it was a big thing in ffxi that caused those curious players doing whm/war to be seen as abominations and failures thus not getting into any parties.
    (4)
    Last edited by Kaminto; 08-06-2018 at 04:35 AM.

  2. #2
    Player
    Sebazy's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    3,468
    Character
    Sebazy Spiritwalker
    World
    Ragnarok
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Kaminto View Post
    I am against the subjob system basically because it's nothing more than your a numbers game, once someone finds and posts the optimal combinations it's "limitless diversity and range" are gone and players doing odd combinations will be ousted, it was a big thing in ffxi that caused those curious players doing whm/war to be seen as abominations and failures thus not getting into any parties.
    I think that's short changing the system a little really.

    Aside from a few very niche situations, WHM/WAR was an abomination in terms of the overwhelming majority of group play situations going. However I frequently went with a crazy melee Subjob to get Dancing Edge on BRD when farming to help my kill rate along (I think it was War as well tbh?). In actual group play, subbing RDM, BLM, SMN, SCH and occasionally even BRD were all very viable options back when I played. I ensured I had all options open to me and routinely made good use of all of them depending on the content and my group.

    Some combinations were frowned upon not because they weren't meta, but because they were legitimately pointless and usually indicated that that player was going to be a detriment to the party. A WHM standing there meleeing in a merit, HNM or exp situation isn't remotely positive and can actually be a problem if they are actually even landing hits in the first place. Not to mention, a WHM that wasn't willing to have a useful sub levelled was also very likely to be problematic in other ways. I'm sorry if you disagree, but that's just how it was.

    I do however agree that the subjob system should be approached cautiously. This isn't really a game that offers anything like the variety of combat situations that FFXI had and thus oddball subjob combinations will indeed be devalued as a result meaning the 'meta' is more likely to be rather rigid here than it was in FFXI.
    (0)
    ~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~

  3. #3
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,870
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Kaminto View Post
    I am against the subjob system basically because it's nothing more than a numbers game, once someone finds and posts the optimal combinations it's "limitless diversity and range" are gone and players doing odd combinations will be ousted, it was a big thing in ffxi that caused those curious players doing whm/war to be seen as abominations and failures thus not getting into any parties.
    Isn't that what jobs themselves are? Not to mention stats? And any semblance of rotational choice (over varying SkS or SpS breakpoints)?

    If optimization is the doom of customization, then we are already doomed, with only Refresh and the Limit Break gauge speed gimmick protecting even half the jobs.
    (0)

  4. #4
    Player
    Kazrah's Avatar
    Join Date
    Jan 2015
    Posts
    1,464
    Character
    Nonni Brilante
    World
    Moogle
    Main Class
    Paladin Lv 60
    Quote Originally Posted by Shurrikhan View Post
    Isn't that what jobs themselves are? Not to mention stats? And any semblance of rotational choice (over varying SkS or SpS breakpoints)?
    It's nowhere near as much of a burden to the overall playerbase compared to implementing a sub-job system, as the advanced number crunching is only really a case of tryhards attempting to assert dominance. Does it help? Of course it does, but is it absolutely necessary to every aspect of PvE content? Not really, or else all content would be on par to savage.

    It also brings about the argument of complexity: as long as types of players like ice mages still exist, why demand more complex gameplay elements when the current complexity of the game still confuses some players to this day?
    (0)