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  1. #1
    Player
    DinahDemiurge's Avatar
    Join Date
    Apr 2014
    Posts
    260
    Character
    Dinah Demiurge
    World
    Gilgamesh
    Main Class
    Culinarian Lv 75

    What's the general vibe of the current gap between skill floor and ceiling?

    Shadowbringers brought us an extensive tightening of the skill floor/ceiling. And so far, it seems like Endwalker has brought the skill ceiling down even further. How close do these thresholds have to be before trying to actually master your job becomes so inconsequential to render the effort pointless? If the guy who is pressing just a couple buttons and watching netflix is only underperforming 1 or 2 percent compared to the guy playing near optimal, is that good design? Feel free to discuss. I am still kind of just on the fence. I am enjoying the xpac so far though.
    (1)
    Last edited by DinahDemiurge; 12-05-2021 at 01:53 AM. Reason: grammar fixes

  2. #2
    Player
    BigHoffie's Avatar
    Join Date
    Jun 2019
    Posts
    95
    Character
    Logen Nine-fingers
    World
    Malboro
    Main Class
    Dragoon Lv 90
    I forget who mentioned it in an earlier thread, but it would appear the focus is more on encounter design than it is on class skills. Yes, there are few buttons to push but people who don't get out of the AoE's now will continue not to and optimization will occur on a fight by fight basis. Whether that actually ends up being the case is up for debate, but it does make a certain amount of sense.
    (0)

  3. #3
    Player
    Skiros's Avatar
    Join Date
    Jul 2021
    Posts
    617
    Character
    Drake Drakon
    World
    Jenova
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by BigHoffie View Post
    I forget who mentioned it in an earlier thread, but it would appear the focus is more on encounter design than it is on class skills. Yes, there are few buttons to push but people who don't get out of the AoE's now will continue not to and optimization will occur on a fight by fight basis. Whether that actually ends up being the case is up for debate, but it does make a certain amount of sense.
    That makes hardly any sense because they have not increased encounter difficulty in Shadowbringers. If anything they have largely decreased it, outside of E8S and TEA (which were cleared faster compared to encounters that IMO had easier mechanics, partially because of the lower job complexity).

    It's the typical copium from people thinking that easier jobs means harder encounters. They have shown that to not be the case.

    Furthermore, encounter difficulty does not make up for the lack of job complexity because a huge part of early week 1 progression is to learn how to optimize your job well enough to get an early clear. The easier the jobs, the faster you can optimize your job in the encounter, and therefore the easier the encounter as a whole.
    (3)
    Last edited by Skiros; 12-05-2021 at 02:14 AM.

  4. #4
    Player
    BigHoffie's Avatar
    Join Date
    Jun 2019
    Posts
    95
    Character
    Logen Nine-fingers
    World
    Malboro
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Skiros View Post
    That makes hardly any sense because they have not increased encounter difficulty in Shadowbringers. If anything they have largely decreased it, outside of E8S and TEA (which were cleared faster compared to encounters that IMO had easier mechanics, partially because of the lower job complexity).

    It's the typical copium from people thinking that easier jobs means harder encounters. They have shown that to not be the case.

    Furthermore, encounter difficulty does not make up for the lack of job complexity because a huge part of early week 1 progression is to learn how to optimize your job well enough to get an early clear. The easier the jobs, the faster you can optimize your job in the encounter, and therefore the easier the encounter as a whole.
    Whatever man, I'm not going to pretend to have the vast stores of knowledge of encounter design that you so obviously do. Not sure if that's what the kids are calling "copium" or not, but I just said that if it ends up being the case it would make sense.
    (0)

  5. #5
    Player
    Komarimono's Avatar
    Join Date
    Jun 2019
    Location
    Ivalice
    Posts
    385
    Character
    Komari Mono
    World
    Excalibur
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Skiros View Post
    That makes hardly any sense because they have not increased encounter difficulty in Shadowbringers. If anything they have largely decreased it, outside of E8S and TEA (which were cleared faster compared to encounters that IMO had easier mechanics, partially because of the lower job complexity).

    It's the typical copium from people thinking that easier jobs means harder encounters. They have shown that to not be the case.

    Furthermore, encounter difficulty does not make up for the lack of job complexity because a huge part of early week 1 progression is to learn how to optimize your job well enough to get an early clear. The easier the jobs, the faster you can optimize your job in the encounter, and therefore the easier the encounter as a whole.
    Pardon me for asking, but what character do you have this experience on? Since it's not the one in your profile to be making such claims.
    (0)

  6. #6
    Player IdowhatIwant's Avatar
    Join Date
    May 2020
    Posts
    934
    Character
    Jimbo Jimbo
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    Quote Originally Posted by DinahDemiurge View Post
    Shadowbringers brought us an extensive tightening of the skill floor/ceiling. And so far, it seems like Endwalker has brought the skill ceiling down even further. How close do these thresholds have to be before trying to actually master your job becomes so inconsequential to render the effort pointless? If the guy who is pressing just a couple buttons and watching netflix is only underperforming 1 or 2 percent compared to the guy playing near optimal, is that good design? Feel free to discuss. I am still kind of just on the fence. I am enjoying the xpac so far though.
    I think you need to explain this better. I have seen plenty of people not play there class well and underperforming over 1 - 2%. Where are these numbers coming from and please provide examples of this tightening.
    (0)

  7. #7
    Player
    DinahDemiurge's Avatar
    Join Date
    Apr 2014
    Posts
    260
    Character
    Dinah Demiurge
    World
    Gilgamesh
    Main Class
    Culinarian Lv 75
    Quote Originally Posted by IdowhatIwant View Post
    I think you need to explain this better. I have seen plenty of people not play there class well and underperforming over 1 - 2%. Where are these numbers coming from and please provide examples of this tightening.
    I am talking about the trend, not the current state of the game. The trend is to a narrower gap between floor and ceiling.
    (1)

  8. #8
    Player IdowhatIwant's Avatar
    Join Date
    May 2020
    Posts
    934
    Character
    Jimbo Jimbo
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    Quote Originally Posted by DinahDemiurge View Post
    I am talking about the trend, not the current state of the game. The trend is to a narrower gap between floor and ceiling.
    There is content for everyone typically. Narrowing a gap doesn't bring more players into content they did not do before.
    (0)

  9. #9
    Player
    DinahDemiurge's Avatar
    Join Date
    Apr 2014
    Posts
    260
    Character
    Dinah Demiurge
    World
    Gilgamesh
    Main Class
    Culinarian Lv 75
    Quote Originally Posted by IdowhatIwant View Post
    There is content for everyone typically. Narrowing a gap doesn't bring more players into content they did not do before.
    Bringing in players is not as important as sustaining players.
    (2)

  10. #10
    Player
    Vivix's Avatar
    Join Date
    Jul 2019
    Posts
    35
    Character
    Vivix Sekhet
    World
    Mateus
    Main Class
    Sage Lv 86
    I felt like the removal of seals to cast divination on AST lowered the ceiling for sure. Yeah it sucks to die and start a fight with zero seals but sleeve draw(now removed) usually solved that. I like being able to fail and the simplification of jobs to remove failure conditions lowers enjoyment from overcoming those difficulties. I am sure a lot of monks disliked how some boss mechanics made it difficult to land positionals but it probably felt great for many others when they succeeded.
    (2)

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