Results -9 to 0 of 4

Threaded View

  1. #1
    Player
    Colt47's Avatar
    Join Date
    Jun 2011
    Location
    Uldah
    Posts
    1,809
    Character
    Kan Himaa
    World
    Balmung
    Main Class
    Gladiator Lv 100

    We need to improve flexibility in player jobs for end game...

    This is coming from years of doing the PF thing for end game and having to sit hours waiting for specific roles to fill in an end game event that requires practice. We need to be able to play multiple jobs in end game progression and we need to have systems that do not punish duplicated jobs.

    Until we get to the .1 and .3 patches, gearing becomes insanely slow and also extremely swingy. People are clearing content to gear their "main job", and gearing secondary jobs takes way too long since all the effort goes to the main one. By the time the secondary job gets geared, it's already months down the line from the launch patch.

    The other problem is that the system is awarding damage bonuses for having specific configurations in end game, and buffs from the same jobs can't stack, so it ends up pushing people to want one per role. At the very minimum, there should be no damage loss if someone goes for 3 melee dps and a caster or 3 casters and a melee. Depending on how things are balanced, there will always be certain jobs that are going to be preferred or just played a lot more. Trying to force people into playing a ranged DPS when they have incredibly low damage and only exist to give a 1% party wide damage buff from having the perfect party setup is just hiding a problem, not fixing it. (This is just an example... well okay they are kind of bad right now as of 6.1...)

    People will still play melee dps even if the ranged do nearly the same damage. The fights right now have such monstrous hit boxes, you're practically a ranged dps when playing melee.
    (0)
    Last edited by Colt47; 04-24-2022 at 06:16 AM.