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  1. #1
    Player
    Inputnamehere's Avatar
    Join Date
    Dec 2019
    Posts
    45
    Character
    Schrodinger's Cat
    World
    Ramuh
    Main Class
    Gunbreaker Lv 100
    I believe their current standard of "job balancing" is to keep the gap between skill ceiling and bottom as close as possible, so we don't see "very good players" who overperform everyone else. Cause if there are "very good players," somebody will naturally become "very bad players," and people will complain.

    Job homogenization and fixed rotation/burst window not only help with such design, but also make further adjustments easy as pie. Just see the recent "job changes". All they have to do is to give some ±potency, and done. Imagine if every job is unique like we dreamed, then doing balance work will be hell.


    This is a PvE game though. I do hope to see some unbalanced but fun ways to play, instead of the current stagnancy. I've been hoping for something like a talent tree since long ago.

    Now, I can't express anything further towards whoever's doing the job designs without being rude. So I'll shut up.
    (15)

  2. 07-30-2024 06:18 PM
    Reason
    Delete Message

  3. #3
    Player
    RancidDax's Avatar
    Join Date
    Aug 2022
    Posts
    5
    Character
    Juno Dax
    World
    Ravana
    Main Class
    Monk Lv 100
    Quote Originally Posted by Inputnamehere View Post
    I believe their current standard of "job balancing" is to keep the gap between skill ceiling and bottom as close as possible, so we don't see "very good players" who overperform everyone else. Cause if there are "very good players," somebody will naturally become "very bad players," and people will complain.

    Job homogenization and fixed rotation/burst window not only help with such design, but also make further adjustments easy as pie. Just see the recent "job changes". All they have to do is to give some ±potency, and done. Imagine if every job is unique like we dreamed, then doing balance work will be hell.


    This is a PvE game though. I do hope to see some unbalanced but fun ways to play, instead of the current stagnancy. I've been hoping for something like a talent tree since long ago.

    Now, I can't express anything further towards whoever's doing the job designs without being rude. So I'll shut up.
    I feel like this could be addressed with just more experimentation. Or even an actual viable way to get job feedback without needing to wait for the publics reception. Maybe instead of a media tour a closed (or open) beta test. I agree the balance work would be terrible, and it's not that easy to implement jobs that inherently have optimisable aspects (except timers/DoTs which they apparently are vehemently against).
    (0)

  4. #4
    Player
    Ayan_Calvesse's Avatar
    Join Date
    Dec 2021
    Posts
    563
    Character
    Ayan Calvesse
    World
    Coeurl
    Main Class
    Reaper Lv 100
    Quote Originally Posted by Inputnamehere View Post
    I believe their current standard of "job balancing" is to keep the gap between skill ceiling and bottom as close as possible, so we don't see "very good players" who overperform everyone else. Cause if there are "very good players," somebody will naturally become "very bad players," and people will complain.

    Job homogenization and fixed rotation/burst window not only help with such design, but also make further adjustments easy as pie. Just see the recent "job changes". All they have to do is to give some ±potency, and done. Imagine if every job is unique like we dreamed, then doing balance work will be hell.


    This is a PvE game though. I do hope to see some unbalanced but fun ways to play, instead of the current stagnancy. I've been hoping for something like a talent tree since long ago.

    Now, I can't express anything further towards whoever's doing the job designs without being rude. So I'll shut up.
    Cannot upvote this enough.

    People sometimes overlook that some people just "aren't good" at the game; and the level of practice needed to meet the standards of others often takes longer then the content is relevant. Sadly the idea of job balancing is a constant act when you add new job interactions/actions. Part of the issue with the Healer strike is everyone thinks that every tank runs a dungeon without a healer because a hardcore warrior player did it. Reality is there are quite a few Warriors that can - and part of that is due to how "vanilla" the warrior job is - its the summoner of tanks and doing that with a DRK for example is likely a far smaller subset of players that meet that bar.

    But yeah its fun when you go and realize you can sync your class design with all other classes in the same role - see Tanks.
    (0)

  5. #5
    Player Isala's Avatar
    Join Date
    Jun 2014
    Posts
    866
    Character
    Isala Zuntrios
    World
    Adamantoise
    Main Class
    Blue Mage Lv 80
    Quote Originally Posted by Ayan_Calvesse View Post
    People sometimes overlook that some people just "aren't good" at the game; and the level of practice needed to meet the standards of others often takes longer then the content is relevant.
    I'm sorry, and this is going to come off rude.

    Stop destroying the fun of others because the absolute bottom tier players can't figure out how to hit the glowing buttons.
    (22)