Or Garuda uses a spell that is instant death to any archers in the party >.>
Do they NOT see anything wrong with everything being archer stacking? Or class stacking in general? I hope this fight murks stacking
They can't design content to prevent stacking without purposefully denying a class have use at all. People were pissed in XI when they gave mobs magic resistance and magic shield build up for successive use of a spell back to back, i.e 2 Thunder IVs back to back the 2nd one will get a 1/16th resistance while a 3rd one will have its damage flatout cut in half. All done to prevent manaburning. So all they would do is piss off players by designing content to specifically prevent a stack.
All you can do is not follow the auto-win strategy and you can enjoy it without stacking, but as we seen people will only follow the auto-win strategies.
Class stacking doesn't always mean auto-win... =/
Balance is actually incredibly easy if you're not a moron. For DDs (ranged & melee), start by making damage output from all the DD classes/jobs comparable in equal quality gear/materia. Then for battles, if you want a lot of movement for the ranged or the melee, implement the mechanics that force movement but ALWAYS give an opportunity to dodge/negate ( even if it has to be fairly difficult ) the damage and ensure that no class requires something from another class to survive.
Then, for whatever class(es) that need adjusting, adjust the monster itself to be stronger/weaker to specific damage types.
For example, take the moogle fight. ARCs were incredibly good for this fight for many reasons. If SE really wanted to balance this fight, all they need to do was make moogles either more resistant to projectile damage, or weaker to melee type damage or magic damage.
There is zero excuse for poorly balanced battles, and the Balance/Battle team needs to be canned for more diligent/intelligent people if they do not start getting things balanced.
More resistant to projectile damage = community going "No we don't want ranged DD because you won't keep up with melee or magic damage, more MRD/LNC!"
So no, as easy as you think it is it truly isn't because what you're forgetting is the community plays a much larger role than simply the design of it. If Garuda for example could use Wind Blade only when people have hate a distance, naturally they'll drop ARC/BRDs from the fight even though it's a mechanic designed to be used if the person beating on it gets hate and tries to run away.
Ok Moogle was only beaten in 6 hours because of the archer glitch now if garuda has no glitches (and if they got a contest they gonna make sure it doesn't) then it will take a while. SE is expecting us to go in in all darklight gear with all the new weapons and even then it's supposed to be hard. It will take at least 30hours to even get a outline of a stradegy and 50 hours at minimum for us to kill. To all the people who think we can do it in one night then think again, this will be like 1/2 yizamat's strengh but with 8 people (yizamat took around 30 people to kill and 1/2 of that is around 15 so we gonna have to go hard ball on garuda).
The point was when ARC or any class or group of classes becomes obviously superior, there are very simple changes that you can make to gradually bring the classes closer together.More resistant to projectile damage = community going "No we don't want ranged DD because you won't keep up with melee or magic damage, more MRD/LNC!"
So no, as easy as you think it is it truly isn't because what you're forgetting is the community plays a much larger role than simply the design of it. If Garuda for example could use Wind Blade only when people have hate a distance, naturally they'll drop ARC/BRDs from the fight even though it's a mechanic designed to be used if the person beating on it gets hate and tries to run away.
When I say increase resistance to projectile damage, you only do it so far that it makes Melee or mages just as viable. The community won't say, "No we don't want ranged DD because you won't keep up with melee or magic damage," because they would still be able to keep up.
The only other issue is incoming damage, and you can either simply allow the targeted classes to simply be able to dodge, and still be viable DD (meaning their dmg is still comparable), or buff their damage enough to justify their presence and extra healing.
It IS that simple.
Edit: Also the advantage of adjusting the monsters themselves, rather than trying to make the classes balanced for every battle is that first... the classes themselves will never naturally be balanced - that approach will never work. Then, by balancing for each individual battle you are able to freely adjust parameters without having ANY effect on the rest of the game, as all the adjustments are made specifically on that one single area.
Last edited by Roaran; 04-16-2012 at 05:28 AM.
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