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  1. #1
    Player
    Sparkthor's Avatar
    Join Date
    Mar 2018
    Posts
    526
    Character
    Kaenby Kaby
    World
    Zodiark
    Main Class
    Warrior Lv 100
    Quote Originally Posted by ForsakenRoe View Post
    Where do we start... At the start, I guess. So as I just posted (which you may have missed due to the timing), AST wasn't always 'one button'. Personal anecdote, when I was first maining AST in 3.4 my balance draw rate was so high I'd question if it was really 1/6 equal chance for each card. Guess I was one of the lucky ones. Anyway, this whole thing of 'you just fished for balance!', I've come to realise, is emblematic of the playerbase's attitude towards game design nowadays. It seems that things can't have 'a chance of having the best result' anymore, the playerbase at large seems to feel almost... not entitled? IDK how to word it, but basically whatever the 'best result' is, they feel like they deserve only that result, and therefore rather than the 'powerful moment' being just that, a moment that comes sometimes and goes just as quickly, they feel like that 'powerful moment' is the baseline the class operates at, and anything else is just 'you got screwed by the game, devs pls fix this garbage'. This isn't just a FF thing either, I think it's just that people have adjusted their mindset over time, as they got older, etc. But I'm not a psychiatrist and IDK how brains work, so back to the topic here.
    IMO, having a huge system full of choices where according to all, only one choice remain is boring and should get changed. On the other side, people are now complaining how lucky crit run could me a boss pass or fail. What would they say if the passed card system were in place nowadays. I also wonder what they were thinking about all this at this moment.

    Another issue i found by looking at the past is people tend to enjoy the first thing they learn the game with, and defend it even if theses games were broken or full mess. And ARR, according to Yoshi-p, was a mess, particulary around Scholar implementation (which, as a reminder, was only 7 actions different from sumoner in ARR).

    Also my bad about one button : i though Conbust 1 was like aero 1 : weaker than malefic 2 like aero 1 was weaker than stone 3.

    About having cool speel/ability for group burst phase : people tend to get exited by powerfull looking abilities, Presence of mind, chain stratageme, divination are sure good group burst tools, but they lack of "WHOA" feeling. And if you don't see what i mean : expedient is probably one of the strongest mitigation ability on the game, however as it's not visual enough, people where mad at Scholar when the EW job actions showcase was diffused. And on other side, Pneuma feel desapointing for people expecting a big laser attack to do big dommages, instead of being a strong AOE heal.
    (0)

  2. #2
    Player Mithron's Avatar
    Join Date
    Dec 2016
    Location
    Ul'dah
    Posts
    699
    Character
    Mithron Scarlet
    World
    Gilgamesh
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Sparkthor View Post
    Another issue i found by looking at the past is people tend to enjoy the first thing they learn the game with, and defend it even if theses games were broken or full mess.
    What you're referring to is called "anchoring." It's rarely true. People want fun, and looking at MCH, I much prefer current MCH over HW/SB. A lot of people also learned bow mage BRD/Gaus Barrel MCH and I can't think of anyone that wants those to return in earnest. I also like 4.3 WAR more than old WAR, but do wish it was a bit more complex as it's way too accessible now.

    I also love PLD's playstyle in every expansion, even if it's damage wasn't the greatest and especially in HW it had TP issues. I think PLD just got better and better and more fun to play with each iteration. DRK however most definitely was best in HW but worst in SB. I like current DRK too, just wish it had more healing and utility for less damage, and Scourge.

    BLM also has been a steady improvement since ARR. So as you can see, this isn't really about anchoring, but just about what's actually fun.
    (2)

  3. #3
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,338
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Sparkthor View Post
    IMO, having a huge system full of choices where according to all, only one choice remain is boring and should get changed. On the other side, people are now complaining how lucky crit run could me a boss pass or fail. What would they say if the passed card system were in place nowadays. I also wonder what they were thinking about all this at this moment.

    Another issue i found by looking at the past is people tend to enjoy the first thing they learn the game with, and defend it even if theses games were broken or full mess. And ARR, according to Yoshi-p, was a mess, particulary around Scholar implementation (which, as a reminder, was only 7 actions different from sumoner in ARR).
    And now we have the same people who would reset over and over for the perfect 'all balances' log, resetting over and over because Crit RNG still exists, or because they didn't draw enough Lords instead of Ladys. At some point you have to realise, removing EVERY instance where RNG can screw you will just sterilize the game into being bland and flavorless. Do we remove Lord and Lady cos people got bad runs where they got Ladys? Do we remove Crit and DHit as stats, because some people don't crit their Double Down, their Confiteor, their Hyosho?

    Also, regarding what I started with, it was Gladiator, then SCH, then NIN for a while, while doing the post ARR stuff as I had capped SCH and wanted to level something with the roulettes, then AST when I reached HW. This was at the very end of 3.2, I then played AST and occasionally SCH until 3.5 where I started to play DRK more and more, and in 4.1 I started dipping into Extremes and Savage as tank proper. So technically, I was a tank to begin with, both in terms of 'started the game' and 'started raiding for real' and now I'm a healer main. So yeh, 'anchoring' has nothing to do with how I feel about classes. I think some classes have diminished in fun over the years, and others have improved. PLD for example, has only gotten better and better gameplay (soon to be destroyed probably). BRD in SB was a massive improvement in fun. MCH's rework was a great change for the identity of the class, it just needs more effort put in from the devs to make the balance work vs DNC and BRD.

    On the flipside, healers seem to be on a downward spiral at the moment. I won't try to say 'I preferred SB healers' because people who can't read will jump on it with 'AH SEE THEY WANT THE CRAP LILIES BACK'. So instead I'll say 'I would want to see healers be a mix of SB's damage options, with EW's healing abilities'. I want DOTs on SCH, Aero3 on WHM, unique card effects on AST (reworked for balance's sake if needed), and SGE idk it has no previous form so rip. But just because I want, say, Aero 3 back, doesn't mean I would want to throw away the new Lily system, and Misery. New-Lilies don't conflict with Aero 3, they can exist side by side you know.

    For AST, we can keep Divination as it is (press for bonus damage, not attached to seals), delete seals entirely, and leave the cards as single target if Royal Road was just too hard to balance. Remember, the people who fished, didn't fish for Balance. They fished for AOE Balance specifically. So if we keep the cards as single target, we can have, eg:

    Balance: 10% bonus damage (all types)
    Bole: 20% damage mitigation, and counterattack effect upon taking damage
    Arrow: Double Autoattack speed (and maybe bonus potency to autoattacks to balance it against other cards)
    Spear: 10% crit rate
    Ewer: MP restore + 10% magic damage
    Spire: 10% physical damage

    If it were up to me, I'd move phys damage over to Spear, delete the crit rate effect, and make Spire something wild like 'Allows the use of various skills without incurring cooldown or cost. If the skill has a cooldown, and is ready to be used, the cooldown is incurred before the proc is consumed (to keep stuff aligned correctly). Skill is dependent on Job, from list below:
    PLD: Expiacion and Circle of Scorn
    WAR: Upheaval and next Fell Cleave is replaced by Inner Chaos
    DRK: Carve and Spit and Abyssal Drain (yes the two procs are seperate so you get to use AD in a single target encounter)
    GNB: Blasting Zone
    MNK: Builds 1 chakra per second for 10 seconds, allowing 2 uses of The Forbidden Chakra/Enlightenment (with less risk of overcapping)
    RPR: Harvest Moon
    DRG: Dragonfire Dive and a Wyrmwind Thrust
    NIN: Bhavacakra/Frog and Dream Within a Dream
    SAM: Senei/Guren
    BRD: Barrage
    MCH: Wildfire (lol)
    DNC: Flourish
    BLM: Ley Lines, but 15s duration
    SMN: Energy Drain (and the two Festers that it'd provide)
    RDM: Fleche+Contre
    WHM: Misery
    SCH: Chain Stratagem, but it only lasts 7 sec
    AST: Divination, but it only lasts 7 sec
    SGE: 3 uses of Phlegma


    Something like that, something a bit wacky and not 'safe' design we keep seeing. And yes, the other healers would be balanced against this so WHM would not be left in the dirt, stop typing
    (0)
    Last edited by ForsakenRoe; 11-30-2022 at 11:34 AM.