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  1. #41
    Player
    syntaxlies's Avatar
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    Jun 2011
    Location
    uldah
    Posts
    4,043
    Character
    Syntax Lies
    World
    Hyperion
    Main Class
    Leatherworker Lv 50
    Quote Originally Posted by Krausus View Post
    You are asking SE to make incentives to exclude classes/jobs from a party right now it is player choice your suggestion would open a whole new can of worms and would replace one problem with another problem. you are essentially asking SE to make player exclusion official. They should focus on making content equally hard for melee and ranged classes not finding ways to exclude people.
    exactly. people don't understand that being forced to pick certain jobs is more exclusive then party's wanting to stack jobs. Stacking jobs is the community eluding, being forced to have x,y,z is SE excluding. Exclusion is exclusion either way you look at it. Until SE learns to balance content and jobs its gonna happen.
    (2)

  2. #42
    Player
    Krausus's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,126
    Character
    Krausus Dracul
    World
    Famfrit
    Main Class
    Ninja Lv 90
    Quote Originally Posted by syntaxlies View Post
    exactly. people don't understand that being forced to pick certain jobs is more exclusive then party's wanting to stack jobs. Stacking jobs is the community eluding, being forced to have x,y,z is SE excluding. Exclusion is exclusion either way you look at it. Until SE learns to balance content and jobs its gonna happen.

    And the thing is it actually isn't really unbalanced (just slightly unbalanced), people see someone beat it a certain way and they only do it that way its a pick up group problem which brings me back to "they only do it the easiest way possible because half the group sucks anyways" This happens in every game out there it isnt a FFXIV exclusive issue its a PUG issue. Any LS worth a damn doesn't have these problems.
    (0)

  3. #43
    Player
    syntaxlies's Avatar
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    Jun 2011
    Location
    uldah
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    4,043
    Character
    Syntax Lies
    World
    Hyperion
    Main Class
    Leatherworker Lv 50
    Quote Originally Posted by Krausus View Post
    And the thing is it actually isn't really unbalanced (just slightly unbalanced), people see someone beat it a certain way and they only do it that way its a pick up group problem which brings me back to "they only do it the easiest way possible because half the group sucks anyways" This happens in every game out there it isnt a FFXIV exclusive issue its a PUG issue. Any LS worth a damn doesn't have these problems.
    the type of balance im talking about is were ranged DD often have set safe spot they can stand and pretty much not take any damage at all while close range DD are often getting destroyed by aoe and stuff. Now this can be considered all fine and dandy if the close range DD have the advantage of being capable of higher DPS, but the fact is is that most fights are designed in way that BLM are the optimal DD. They have high damage output, safe spots to stand and allow the whm to focus on tank only.
    (1)

  4. #44
    Player Jynx's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,964
    Character
    Jynx Masamune
    World
    Diabolos
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by Chardrizard View Post
    The only reason people stack BLMs is because it takes skill to fail as BLM.
    This is why ranged DD is such a issue because they are allowed to sit in a ultra safe zone and be glass cannons with no downside due to one tank keeping hate from a stack of blackmages and bards.

    It's obvious that it's harder to fix than it appears on the surface, I trust SE has plans to look at it eventually but I'm not sure what the optimal solution is.

    I also blame the community because it's grown into a bunch of "Path of least resistance" nancy boys.
    (0)

  5. #45
    Player
    Krausus's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,126
    Character
    Krausus Dracul
    World
    Famfrit
    Main Class
    Ninja Lv 90
    Quote Originally Posted by syntaxlies View Post
    the type of balance im talking about is were ranged DD often have set safe spot they can stand and pretty much not take any damage at all while close range DD are often getting destroyed by aoe and stuff. Now this can be considered all fine and dandy if the close range DD have the advantage of being capable of higher DPS, but the fact is is that most fights are designed in way that BLM are the optimal DD. They have high damage output, safe spots to stand and allow the whm to focus on tank only.

    And I totally agree SE needs to focus on making fights just as dangerous for ranged as it does melee.
    (0)

  6. #46
    Player
    SwordCoheir's Avatar
    Join Date
    Dec 2011
    Posts
    866
    Character
    Sword Coheir
    World
    Hyperion
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Krausus View Post
    And I totally agree SE needs to focus on making fights just as dangerous for ranged as it does melee.
    I second that, Garuda was a good start imo to addressing this because most of her moves are avoidable by everyone, and things like Plumes, tornadoes, and very long ranged AoE make it hard for even long ranged fighters to escape damage unscathed if they are in the line of fire. There definitely needs to be more content that can equally punish the long ranged attackers as much as the close ones.
    (0)

    Support RDM Development: http://forum.square-enix.com/ffxiv/threads/42776-How-Would-You-Design-Red-Mage%21[/center]

  7. #47
    Player
    UmJammerSully's Avatar
    Join Date
    May 2011
    Posts
    250
    Character
    Bam Sully
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Mikita View Post
    Would many players be happy if SE made new dungeons and primal fights only drop the 5th chest if there are no job/class duplicates in the party, and no job/class changes allowed mid-way through?
    I had a very similar idea. Reward players (higher drop-rate?) when all 7 classes/jobs are used with no switching in-between. If you go the "no duplicates" route then you're forcing an 8th person to play on a class.
    (0)

  8. #48
    Player
    Daku_Naito's Avatar
    Join Date
    Mar 2012
    Posts
    281
    Character
    Daku Naito
    World
    Sargatanas
    Main Class
    Lancer Lv 50
    Class stacking isn't a problem, it is strategy. We just need different dungeons with different strategies.
    (0)

  9. #49
    Player

    Join Date
    Mar 2011
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    Limsa Lominsa
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    377
    Quote Originally Posted by Krausus View Post
    And I totally agree SE needs to focus on making fights just as dangerous for ranged as it does melee.
    Agreed, if both types were as efficient. Or being safer (ranged) should come at the expense of lower efficiency. Right now, ranged are, in most of cases, safer and more efficient.
    (0)

  10. #50
    Player

    Join Date
    Mar 2011
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    Limsa Lominsa
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    377
    Quote Originally Posted by UmJammerSully View Post
    I had a very similar idea. Reward players (higher drop-rate?) when all 7 classes/jobs are used with no switching in-between. If you go the "no duplicates" route then you're forcing an 8th person to play on a class.
    This is a good point. But it should not be much; in the end it should come down to equivalent drop rates per hour.

    I mean, right now you are "penalized" if you diversify pt set up because you end up doing less runs per hour with equivalent drop rate. Balanced properly, a "non-duplicate" run could grant a 20% drop rate bonus if it were estimated that a "non-duplicate" run takes about 20% longer than an optimal run. Same amount of drop in the end but favors different styles.

    Eventually people may even find some very efficient play styles that would minimize the time difference needed to complete a run with traditional vs non-duplicate set ups, which would then indeed grant a slight bonus to non-duplicate set-ups, but nothing game breaking.
    (0)

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