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  1. #1
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,341
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    One thing I've thought about is if they just let people switch jobs in dungeons, so the healer can switch to RDM, or in some cases the tank can switch to DPS because of the sync being a joke.

    Or they could let the party initiate a vote to make the dungeon harder; if they vote yes, there are buffs to the damage output and other mechanics, in exchange for greater rewards (higher tomestones).

    If the vote wins ie. 3 players vote yes, they must be pretty confident in their ability to carry the sprout/returner through it. On the other hand, if there are 2 sprouts/returners there, maybe they both aren't confident enough for the difficulty setting and will vote against.
    (4)

  2. #2
    Player
    Merrigan's Avatar
    Join Date
    Dec 2021
    Posts
    545
    Character
    Merrigan Gilgard
    World
    Spriggan
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Jeeqbit View Post
    One thing I've thought about is if they just let people switch jobs in dungeons, so the healer can switch to RDM, or in some cases the tank can switch to DPS because of the sync being a joke.

    Or they could let the party initiate a vote to make the dungeon harder; if they vote yes, there are buffs to the damage output and other mechanics, in exchange for greater rewards (higher tomestones).

    If the vote wins ie. 3 players vote yes, they must be pretty confident in their ability to carry the sprout/returner through it. On the other hand, if there are 2 sprouts/returners there, maybe they both aren't confident enough for the difficulty setting and will vote against.
    And I don't know if they're very good ideas. Although on paper I'd like them to revalue having multiple jobs set up, I suspect it would cause friction between players (‘what do you mean, you don't want to play rdm and insist on playing healer?’). ... On the other hand, I must admit that the suggestion is tempting for raids / extrems, where the two healers are often redundant.

    Similarly, simply increasing the difficulty wouldn't be enough for packs. Having mobs that simply hit harder isn't interesting, or even a real difficulty. Good command of your class or not, at some point it just comes down to ‘am I stuffed enough?’ > yes / no. On the other hand, reintroducing more interesting interactions between classes and investing the buff/debuff system adds difficulty that really relates to the player's abilities. In my opinion, that's the direction we should be heading in for ‘sustainable’ difficulty (= one that doesn't get tiresome again with the logical increase in stuff and a synchronisation that can't always compensate for this increase).
    (2)