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  1. #1
    Player
    Bright-Flower's Avatar
    Join Date
    Jul 2018
    Posts
    2,828
    Character
    Nyr Ardyne
    World
    Balmung
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Jandor View Post
    I don't need a recap, I played through it live.

    How is any of this relevant? Everyone now gets Rampart at level 8, but why? All the tanks have different but functionally identical 30% DR skills, what's wrong with PLD getting Rampart, DRK getting Shadowskin, etc. etc.
    Additional work/time making distinct spell effects when they all already have rampart.
    (0)

  2. #2
    Player
    Jandor's Avatar
    Join Date
    Jan 2014
    Location
    Ul'dah
    Posts
    3,479
    Character
    Tal Young
    World
    Cerberus
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Bright-Flower View Post
    Additional work/time making distinct spell effects when they all already have rampart.
    There is no additional work/time, the distinct spell effects already exist.
    (2)

  3. #3
    Player
    OcieKo's Avatar
    Join Date
    Mar 2015
    Location
    Gridania
    Posts
    409
    Character
    Ociela Koslun
    World
    Midgardsormr
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by Jandor View Post
    There is no additional work/time, the distinct spell effects already exist.
    Quote Originally Posted by Giubba View Post
    Always wondered about this
    Every time they update one of them, they'd have to update all 4. So if it was say Rampart's 20% Damage Reduction, 20s Duration, 90s Cooldown. ATM if they say make it 25% Damage reduction, they do it once, they are done. If they go the other way, they do it 4 times, test all 4 of them, then done. And if they add a 5th tank eventually... boom 5 times.
    For Gunbreaker alone, they got out of coming up with a name, an icon, a tooltip, a spell effect, an animation, coding in the effects of 7 skills, just by having role skills. From a development standpoint, the more things that are shared the easier it gets, and none of these things are so important that I want them to be unique. I'd be far less happy if my combo finisher was shared than if my taunt was shared.
    (0)

  4. #4
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,840
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Quote Originally Posted by OcieKo View Post
    Every time they update one of them, they'd have to update all 4. So if it was say Rampart's 20% Damage Reduction, 20s Duration, 90s Cooldown. ATM if they say make it 25% Damage reduction, they do it once, they are done. If they go the other way, they do it 4 times, test all 4 of them, then done. And if they add a 5th tank eventually... boom 5 times.
    For Gunbreaker alone, they got out of coming up with a name, an icon, a tooltip, a spell effect, an animation, coding in the effects of 7 skills, just by having role skills. From a development standpoint, the more things that are shared the easier it gets, and none of these things are so important that I want them to be unique. I'd be far less happy if my combo finisher was shared than if my taunt was shared.
    Frankly, they could've re-purposed any of the number of abilities that have been retired throughout the cycle of the game. They already had Shadow Skin on DRK, deleted for no reason. They could've made Foresight 20% DR. And if enough of the abilities are similar, or at least tiered like they are now (we all have 20% @ 90 sec and 30% @ 120 sec) then you don't need to test them all - they're all the same!

    You would do this, take this extra time to add detail for each job, because you want a quality end product. When they simply copy abilities or throw their hands up and give us all the same ability, it reeks of lack of effort. Anybody can see it, and most do notice. So, if SE really wanted to do it, if they really wanted to provide a quality experience, then it would be no problem to dedicate time and resources for that. The problem perhaps is that they're trying to provide quality experiences in too many things at once.
    (2)