
Originally Posted by
Sparkthor
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