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  1. #1
    Player
    Connor's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    2,136
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    Quote Originally Posted by TheDustyOne View Post
    Other FF games with Job systems have had us unlock our skills via job points without a linear sequence, the two that come to mind immediately are Tactics and X-2. More often than not, they also allow players to mix and match abilities and passives from one job onto another, so skill trees and custom playstyles aren't out of the question for the job system. If anything, XIV is the only one to make the job system incredibly paired back with no customization in favour of balance.
    I don’t disagree, but the developers have spent pretty much the entire 10 years since ARR desperately chasing the balance dragon (that they’ll never catch). Something like skill trees in SE’s eyes would either be imbalanced in some way, or completely identical and thus a waste of resources.

    Of course, one could argue that skill trees or other decisions around one’s job don’t inherently need to be completely unbalanced. But that would require them putting actual work into the game, which apparently is just too much now lol
    (0)

  2. #2
    Player
    UkcsAlias's Avatar
    Join Date
    Dec 2021
    Posts
    735
    Character
    Aergrael Iyrnrael
    World
    Ragnarok
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Connor View Post
    Of course, one could argue that skill trees or other decisions around one’s job don’t inherently need to be completely unbalanced. But that would require them putting actual work into the game, which apparently is just too much now lol
    Skill trees in far too many games gave more issues than they solved. Especialy when you have to cooperate.

    The problem is that a lot of people see certain builds as optimal, and no matter what you do, deviating from that is only going to hurt your own experience (guess who they will blame). Even very simple skill trees (as blizzard even tried in heroes of the storm) in most cases just dont work. 1 build will dominate, or the builds will all be very stale and depend on the enemy (and against that, its a fixed path again).

    For games like diablo, which are single player, it doesnt hurt since you dont hinder teammates. This makes them capable of going a lot further and give them even some strange options. And yes, this sometimes means broken effects, but that is why skill trees in single player games simply end up being better.

    It was a good choise to simply have none, as in most cases they arent relevant at all, or only changes when a new bossfight is released, and then is purely adjusted for that. Its very dull as players are simply good at optimizing fun out of it.

    And this is where PvP actualy shines, as that is a situation in which you can (and usualy must) adapt towards the enemy, If they choose something strange to counter you, you sometimes must follow and counter them again. But yeah, usualy this still means just a binary choice system (the main option, or a counter specific one).
    (1)

  3. #3
    Player
    RitsukoSonoda's Avatar
    Join Date
    Apr 2014
    Location
    Kugane (No that red crayon is totally legitimate) >.>
    Posts
    3,147
    Character
    Ritsuko Sonoda
    World
    Ultros
    Main Class
    Samurai Lv 90
    Quote Originally Posted by UkcsAlias View Post
    Skill trees in far too many games gave more issues than they solved. Especialy when you have to cooperate.

    The problem is that a lot of people see certain builds as optimal, and no matter what you do, deviating from that is only going to hurt your own experience (guess who they will blame). Even very simple skill trees (as blizzard even tried in heroes of the storm) in most cases just dont work. 1 build will dominate, or the builds will all be very stale and depend on the enemy (and against that, its a fixed path again).

    For games like diablo, which are single player, it doesnt hurt since you dont hinder teammates. This makes them capable of going a lot further and give them even some strange options. And yes, this sometimes means broken effects, but that is why skill trees in single player games simply end up being better.

    It was a good choise to simply have none, as in most cases they arent relevant at all, or only changes when a new bossfight is released, and then is purely adjusted for that. Its very dull as players are simply good at optimizing fun out of it.

    And this is where PvP actualy shines, as that is a situation in which you can (and usualy must) adapt towards the enemy, If they choose something strange to counter you, you sometimes must follow and counter them again. But yeah, usualy this still means just a binary choice system (the main option, or a counter specific one).
    Actually, Metas are a player base problem, not a developer one. It's players that come up with them then essentially go around telling people their fun, enjoyment, and immersion are no longer allowed and that everyone must adhere to the spreadsheet.

    However given that CBU3 has been essentially stripping and homogenizing jobs to try and support the "raid meta", at the detriment of everyone else, I don't see them making anything worthwhile using skill trees.
    (0)

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