Yea it led to dragoon always being part of them team so then you had a range physical then slashing debuff with warrior and of course u had ninja for trick.
Yea it led to dragoon always being part of them team so then you had a range physical then slashing debuff with warrior and of course u had ninja for trick.



I don't really see how this would make jobs more "interesting" or add any element of strategy. It seems like it would just be the game telling you what jobs to play for what content. Imagine queuing in Duty Finder for a roulette, and you find out all your damage is resisted by the boss. Okay...? There's nothing you can do about that, so how does that change your strategy at all? You just play the same way, but get punished with a slower fight. Or conversely, if you lucked out and picked the "right" job, you get arbitrarily rewarded for nothing. Not to mention, the risk of the "wrong" DPS getting kicked from the group.
Even that idea you described, where a magical DPS can apply a buff to a physical fighter and mitigate the penalty... so, they do that, and then what? They just do the fight as normal? Seems like we didn't really add anything of substance. Help me out if I am missing something or not understanding what is being asked for.
Imo I'd prefer a less balanced game than a more stale one.
If they were more willing to design encounters in unique ways it's not too hard to imagine a world where different jobs are good at different things, which the "all on one character" system lends itself perfectly too...
They do this in Bozja though.
Eureka had elemental wheel, Bozja has Magic/Physical dichotomy.
But in eureka everyone had the same elemental wheel. It didn't change how you played depending in witch jobs are here. Same with bozja, i think there is a lost action to deal with the magic/physical dmg. It's not like it changed your rotation or anything. In stormblood brds were happy with a drg (if i'm not wrong) because of piercing dmg, anything else was worse and it's not like the drg had a suddent change of playstyle.
But having to know what your opponent instead of just doing your rotation and dodging AOEs is less boring, i agree with that.
The biggest problem with making certain job "worse" against certain type ennemies is the illusion of choice. If playing drg is better than playing nin against a dragon, the only choice added is "you want better dmg or worse dmg ?" add the fact that the player doesn't like drg and it becomes frustrating. The normal response to this is "i want bigger dmg" after all.
Last edited by Juzjuzz; 08-06-2021 at 09:03 PM.


While I can understand the desire for jobs to be a little more different from each other, the proof is in the pudding right here on the forums without even having to go into the game. We have many, many threads where players already complain that others don't play optimally and efficiently, even in casual content, so it's not hard to see that it wouldn't go over particularly well if there actually was a true meta established again where there legitimately were clearly best jobs or comps for certain things.




Exactly. It's not like you can't switch on the fly anyway. And in my group we all play what we feel like anyway. Nobody cares about the meta.Imo I'd prefer a less balanced game than a more stale one.
If they were more willing to design encounters in unique ways it's not too hard to imagine a world where different jobs are good at different things, which the "all on one character" system lends itself perfectly too...


It’s all just a vestige of FF11 and 1.0 roots..and to a lesser extent, Dungeons and Dragons.
Such a system requires extensive balancing and robustness to be useful, otherwise people just meta it to choose limited “best” options (see Guildwars 2), which makes it simply illusion of choice.
At the end of the day, simple but elegant is best when development time is limited. No need to make more work for yourself for little profit, right?
Nobody cares about the meta because 1) there really isnt a meta and 2) playing with friends is a different situation from playing with pugs.




But the community as a whole does. If you made fights favor certain jobs enough it made switches a noticeable damage increase, people will start mandating it. Another problem is gearing secondary or tertiary jobs can be much harder. Case in point, you can't easily swap between the Melee since, for some silly reason, they don't all share gear. Granted, you also have the Casters where only one of them likes Spell Speed.
"Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
"The silence is your answer."
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote




