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  1. #1
    Player
    SeverianLyonesse's Avatar
    Join Date
    Aug 2021
    Posts
    735
    Character
    Severian Lyonesse
    World
    Sargatanas
    Main Class
    Gunbreaker Lv 90

    Proposal - PVP kits in PVE

    I think most people will agree that PVP job design is now far and away better than their PVE counterparts. The kits are smaller, but they do several very important things that have been missing in PVE design for years:

    1) They give each job a distinct playstyle niche instead of contorting and compressing kits to a role on a 2 minute cooldown while debuffs, DoTs, crits, gauge spenders, self-buffs, and all other distinguishing features are slowly removed.

    2) Most jobs now have meaningful enemy crowd control which translates to more engagement and reactivity with the "board state" instead of mindlessly mashing combos.

    3) Gauges are removed and surprisingly the way their elements have been reincorporated makes for much more varied job mini-games. One might even agree that by comparison gauges are kind of bland, samey build-and-spend that have been parasitically reducing job complexity since they were introduced.

    4) Everything about Limit Breaks. *Chef's kiss*.

    5) They give each job more self-agency for their own job expression instead of requiring them to sync up damage buffs with other jobs.

    6) I would even argue that the condensed job kits are more attractive than the full PVE kit because they have largely narrowed each job down to its most distinct and fun abilities. I want to live in this world where Living Shadow is gone and Bishop Turret and Astrologian cards are back. *This* is the baseline I think jobs should be building out from, and with some small things added back in like RDM's Jolt/Impulse I think we are looking at much tighter job kit design.

    Now, I'm not advocating for PVP job kits to be available in ALL PVE content. That would be a mess as far as trials and raids are concerned and if it ever could happen that would have to be much further down the line after a substantial paradigm shift and rebalancing.

    I'm also not advocating for an immediate switch to PVP job kits in PVE. This change has only just been implemented and probably needs a few patches of balancing before it would feel stable enough for PVE.

    HOWEVER, I do think that Open World and Dungeon design could very comfortably sustain a transition to PVP job kits. These already somewhat function as low-stakes playgrounds anyway, but lack a lot of interactivity and agency that would make them fun. Right now they are slogs that players just grind through. I think allowing players *more* combat options with *simpler* toolkits in these areas would (a) revitalize the content and make it actually fun to play again and (b) substantially reduce frustration with new players not getting the basics of their toolkits down.
    (2)
    Last edited by SeverianLyonesse; 04-16-2022 at 05:53 AM.