It feels like many DPS and select tank jobs function off of build and spend play styles with the advent of the gauge system (Stormblood)
I dislike this.
I dislike it and yet I don't know what good it would do for the game if it were deleted.
It feels like many DPS and select tank jobs function off of build and spend play styles with the advent of the gauge system (Stormblood)
I dislike this.
I dislike it and yet I don't know what good it would do for the game if it were deleted.
Having resources to spend seems like a pretty basic element of any rpg. All the gauge system really did, beyond expanding skill sets into new territory, was really to set the groundwork for removing TP as your base resource.
Feel free to discuss why you don't like it.
Is it just the gauge in general? Because the game would function exactly the same even without the gauge. Difference without it is we'd just have Procs building off of invisible meters, which would then lead to the issue of "We don't know how long until we can expect that Proc, if only we had a meter so we can see it"
I like it. I have to fight muscle memory less and less when I'm switching jobs now.
Just because a class has a gauge does not mean they play the same. The only one you can make that comparison to is Warrior and Dark Knight, which while similar, play different. Level the two classes to 80, play them optimally, then come back and say the same thing with a straight face.
The origin of the Gauge is Wrath stacks for Warrior. They sought a cleaner and more efficient way of reflecting a spendable resource. Back before Job Gauges, we had stacking buffs. Aetherflow still has its buff to be sure, but the visual representation of the state of our charges is cleaner and easier to see. Especially as I can have quite a few buffs on my bars in certain party comps.
Long story short, Gauges are just visual representations of the buffs we would ordinarily be squinting at buff bars to see.
They just gave us a HUD mechanic for tracking those specific buffs, and in some cases, like Warrior where Wrath stacked to 5 and capped in 2.0, it allowed for them to essentially stack Wrath to 10.
Tanks do essentially play very similarly now with the removal of tp and skills being boiled down more. I honestly think it's a struggle to point out the difference between the current tanks other than that they all have at least one somewhat unique protective skill for their group or their self-heal works in a different manner than the other's.
Basically, I think tanks are the least unique role in this game at this point. having all 4, my basic setup is an exact copy of the other with rampart, their unique strong defensive, their secondary/third weaker defensives and then the group defensive with a self heal and invulnerability ability.
I honestly feel their class design is a joke at this point for tanks at least. It's always been rather close but at least you could say they had somewhat very slightly different mitigation style.
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