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  1. #1
    Player
    Renathras's Avatar
    Join Date
    Dec 2014
    Posts
    2,747
    Character
    Ren Thras
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Yeah, it's a hard question. There are a lot of things that are related to good design, but aren't mechanical/something that can be programmed directly, per se. There's also a lot of subjective feeling, min-maxing stuff, hot big a gap between playing well and playing perfectly, etc that will involve things like numbers tuning and how one feels playing it, but may not EXACTLY be design. So it's kind of a hard question, just one I've been thinking a lot about lately.

    "all Jobs must have a Job Gauge" + 2 min meta + proliferation of builder/spender systems = Jobs feeling samey

    I'm not even sure that design is BAD, it's just bad when every Job pretty much uses it. It also makes every Job a "burst" Job. Some other MMOs have things like "sustained damage" and "cleave/AOE" strengths, but we just have all the same across the board and every Job is a burst Job. Even BLM, praised for not submitting whole to the 2 min meta, has bursty potential and does so with raid buffs in optimal play.

    I think the Jobs I like best in terms of design right now are probably PLD and SMN. Yes, I know, hot take, but the REASON is what's important.

    I like that the rotation is kind of broken up into modules that you can move around. For example, say you need to raise someone as SMN. You can without totally borking your rotation. You have one (and some change) Ruin 3 casts per minute that you can substitute. Say both healers go down and you have to raise both. That's about 10 seconds of time. But you could do this and then before your next Demi, you just use a Primal, maybe only get off one of its attacks, then roll into the Demi, cutting it short but keeping your rotation in line with raid buffs. The key here is that the rotation is flexible and allows this.

    PLD is similar with Holy Spirit and Atonement, and even non-Holy Might Holy Spirit casts that you may be inclined to use in some situations (extended disengages, for example).

    Note this isn't an argument of difficulty.

    The key here to me is, mechanically, the Jobs allow choice and allow you to tweak and bend your rotation on the fly in response to situations, to push or pull in response to party needs or boss mechanics.

    Contrast with very rigid Jobs, like say GNB or DRG, which are much more punished if they drift or fail to maintain their rotation. There are also Jobs in the middle, like WAR, where it needs to upkeep its Storm's Eye buff, but otherwise has a lot of flexibility in when it can use things other than Inner Release clockwork.

    Other than maybe BLM (and some healers, maybe?), we don't really have any sustain Jobs anymore, and even BLM and WHM get in on the 2 min burst business. And it's not bad to have rigid Jobs...as long as they aren't ALL that. But for me personally, I think good Job design allows for flexibility and choice on the player's part. I think that's also where real skill expression comes from. Not from having one "right" answer and a bunch of "wrong" answers, but from having several "right" answers and the player is rewarded for thinking through how to use them, what else the encounter does, planning around that, and reacting to party needs.

    I DO think it's good and healthy for a game to have a lot of different types, though, since different players like different types. There have been points where I enjoyed really rigid classes since I could kind of "learn/get it" then do it consistently. Some people love proc based ones because it means they never have the same encounter twice. For me, I think the kinds I like best are those that have some "anchor" points, but flexibility in between them. SMN's anchors being Demis, PLD's being FoF/Requiescat, but what you do in between is much more a matter of player choice and skill expression.
    (0)
    Last edited by Renathras; 10-07-2023 at 11:48 AM. Reason: EDIT for length

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,877
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Renathras View Post
    Some other MMOs have things like "sustained damage" and "cleave/AOE" strengths, but we just have all the same across the board and every Job is a burst Job. Even BLM, praised for not submitting whole to the 2 min meta, has bursty potential and does so with raid buffs in optimal play.
    Aye. That's the thing, though. Because the cost of swapping is so low within a given gear class, especially outside of the period immediately following weapon upgrades, instances need to have enough mechanics that advantage each different job to somehow roughly equal degree.

    That is to say, since jobs are essentially just easily swapped "specializations" for the core classes of Fending, Maiming, Striking, Scouting, Aiming, Casting, and Healing, if those advantages are imbalanced over the course of an instance, you lose "spec" choice, but if there are no advantages, those "specs" increasingly feel the same (and the easier to quantify their value becomes, the tighter the parity demanded between jobs becomes in turn).

    What's perhaps most disappointing is that XIV predominantly designs towards the latter: there are just virtually no advantaged jobs in the first place, outside of maybe the odd bit of Macrocosmos or Holmgang exploitability. Instead we have "1 mob 90+% of the time, with maybe a set of 4 adds that can all be killed simultaneously," so that no cleave advantage can possibly form significantly and player behaviors need basically never shift with composition.

    Flexibility (or, greater control over the timings/rate/dynamics of one's outputs), for instance, could be noticeable utility... if there were things in our fights it could actually advantage (e.g., CDs that would otherwise need to be held --for off-rhythm DPS checks-- among jobs with greater but less flexible max burst).
    (0)

  3. #3
    Player RitsukoSonoda's Avatar
    Join Date
    Apr 2014
    Location
    Kugane (No that red crayon is totally legitimate) >.>
    Posts
    3,146
    Character
    Ritsuko Sonoda
    World
    Ultros
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Shurrikhan View Post
    Aye. That's the thing, though. Because the cost of swapping is so low within a given gear class, especially outside of the period immediately following weapon upgrades, instances need to have enough mechanics that advantage each different job to somehow roughly equal degree.

    That is to say, since jobs are essentially just easily swapped "specializations" for the core classes of Fending, Maiming, Striking, Scouting, Aiming, Casting, and Healing, if those advantages are imbalanced over the course of an instance, you lose "spec" choice, but if there are no advantages, those "specs" increasingly feel the same (and the easier to quantify their value becomes, the tighter the parity demanded between jobs becomes in turn).

    What's perhaps most disappointing is that XIV predominantly designs towards the latter: there are just virtually no advantaged jobs in the first place, outside of maybe the odd bit of Macrocosmos or Holmgang exploitability. Instead we have "1 mob 90+% of the time, with maybe a set of 4 adds that can all be killed simultaneously," so that no cleave advantage can possibly form significantly and player behaviors need basically never shift with composition.

    Flexibility (or, greater control over the timings/rate/dynamics of one's outputs), for instance, could be noticeable utility... if there were things in our fights it could actually advantage (e.g., CDs that would otherwise need to be held --for off-rhythm DPS checks-- among jobs with greater but less flexible max burst).
    A number of these issues in FFXIV came to be due to the amount of normal RPG mechanics and elements that have been stripped from the game. Because of this they essentially dug themselves a hole in job design options then fell to the bottom of it as it severely limits what they can actually do with job design without blatantly making certain jobs out perform others in the same role. And even then they've still caused that exact scenario to happen in cases.
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