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  1. #1
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,745
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Dzian View Post
    Participation doesn't equal popularity, liked or even good content.

    People still play healers doesn't mean healer design is great.

    People still do pvp, doesn't mean pvp design is great because to this day a good number rof them just half ass there way through for the daily rewards.

    Or when they do something like add fates to relic steps... every one hates fates but still does them..

    It's all to laborious.
    There was a stipulation there that when I said “like” I meant “engaged enough with to gain something out of”, I apparently was not clear on that, when I said I have no idea how square thinks people didn’t like field content I meant “I have no idea how square saw that 50% of people who unlocked Bozja got RR 25 and still decided to not make more” because for literally any content it’s extremely difficult to determine satisfaction beyond level of interaction

    We still even argue on here if healers are actually bad or if this is an echo chamber (for example), if we can’t even agree on healer design how can square do much more than associate interaction with use
    (4)

  2. #2
    Player
    Dzian's Avatar
    Join Date
    Feb 2012
    Location
    Ul'dah
    Posts
    2,837
    Character
    Scarlett Dzian
    World
    Sargatanas
    Main Class
    Bard Lv 76
    Quote Originally Posted by Supersnow845 View Post
    We still even argue on here if healers are actually bad or if this is an echo chamber (for example), if we can’t even agree on healer design how can square do much more than associate interaction with use
    Thats because many viewpoints are quite narrow minded. the issue with healer design ultimately stems from content design. you could take these healer jobs out and put them in a different game and they'd be better jobs.

    the real problems are
    incoming damage in encounters is tuned to be weak so as not to be too "overwheming" something the devs have said quite frewuently.
    encounters are so highly scripted damage is always predictable.
    the duty finder system and the design that any one healer can work forcing them all to be far to similar in capabilities. so dev concepts like whm being a pure healer never worked because content had to be clearable with any healer.

    all of these issues lead to the lack of engagement players have because all they do is 2 11 1 1 1 1 1 1 1 2 1 1 1 1 1 1 ad infinatum..

    encounter design is ultimately whats busted all the jobs. phys ranged, casters , healers, tanks, hence the nickname. "meleewalker"

    you cannot fix the jobs if you dont first fix the content. and you cannot make jobs fun, complex or interesting if the game has no fun complex or interesting systems to work with..
    (3)