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  1. #1
    Player
    Arkdra's Avatar
    Join Date
    May 2017
    Posts
    634
    Character
    Arkadya Dravena
    World
    Excalibur
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Valence View Post

    Arguing that bringing or keeping consistency prevents homogeny is a fallacy on its own, see the new pvp job sets and identities. There is actually very little consistency within each role to a point where it becomes (half) role agnostic, yet this opened for so much more in terms of creativity by having each jobs not beholden to follow an excruciatingly long list of role traits and made sure to satisfy them, that ironically enough, pvp jobs are ten times more interesting than pve jobs with thrice less buttons. Don't get me wrong though, I'm not advocating for pve to destroy the trinity like that, quite the opposite, and that's definitely where one can put some consistency.
    Literally 0 of the pvp jobs are more interesting than their pve versions.

    Edit: PvP jobs are interesting in that they made a bunch of tiny kits feel distinct and true to their base jobs. They are not interesting in the sense that if you stuck them in PvE, they would be fun at all. They would be super boring in fact.

    Edit: Also pvp is ultra imbalanced and the only reason it isn't a problem is that such a minor portion of the playerbase engages with it. So this is a terrible sell.
    (5)
    Last edited by Arkdra; 05-16-2024 at 04:43 AM.

  2. #2
    Player
    Sjol's Avatar
    Join Date
    Apr 2024
    Posts
    276
    Character
    Sjol Fantl
    World
    Mateus
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Arkdra View Post
    Literally 0 of the pvp jobs are more interesting than their pve versions.

    Edit: PvP jobs are interesting in that they made a bunch of tiny kits feel distinct and true to their base jobs. They are not interesting in the sense that if you stuck them in PvE, they would be fun at all. They would be super boring in fact.
    I remember and loving Wildstar which had a cap of 8 abilities if I recall. It just happened to be that there wasn't really tab-targeting, your abilities all had different ranges and shapes, casting times and styles. I've noticed a distinct lack of channeled abilities outside one or two which don't seem to be that popular. I can absolutely have a really good time with just a few attack types, even in PvE content. And I would love some of the PvP DRG stuff to come over. I especially liked the jump back and attack that does damage the farther away you are. Also diving from the sky is pure joy, though that wouldn't translate to the 2-minute meta.
    (2)

  3. #3
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    5,352
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Arkdra View Post
    Literally 0 of the pvp jobs are more interesting than their pve versions.

    Edit: PvP jobs are interesting in that they made a bunch of tiny kits feel distinct and true to their base jobs. They are not interesting in the sense that if you stuck them in PvE, they would be fun at all. They would be super boring in fact.

    Edit: Also pvp is ultra imbalanced and the only reason it isn't a problem is that such a minor portion of the playerbase engages with it. So this is a terrible sell.
    Nobody is asking for pvp kits to be directly translated into pve, since as you say, they're not designed for pve in mind. The fact that they feel distinct and true to their base jobs was the whole point, and you're putting it better than I could. And perhaps that's something the devs should take note of when designing for pve.

    Pvp isn't that imbalanced for what it is designed: crystalline conflict. If you're talking about FLs, nobody is going to take that comparison seriously, nothing is balanced here.
    (3)