This is the path that turns the game into a snooze fest
I'd rather have some imbalance to have classes bring unique fun things to gameplay, like scholars expedience.
This is the path that turns the game into a snooze fest
I'd rather have some imbalance to have classes bring unique fun things to gameplay, like scholars expedience.
As if the current scholar identity is perfect?
Now we have angel form for faries bet job
Scholar is taking white mage identity
Not only that but whole pure sheild and pure healer is the worst in the game
The idea that people are counting 'raid damage buff every 2 minutes' as a party utility speaks volumes about how much bad it is that the ONLY party resource is directly damage.

Question for the OP:
If tanking and supporting are not the popular roles why would we go and try to force a set up like this?
To top it off if the healer and/or support cannot survive folks are going to be just going to be in a kicking mood just to find someone else that can do the job. You may as well be treating healers and supports like it's a job interview. Why potentially put us in a scenario like that?



How is that any different from what we have now though, if healers die and there’s no RDM/SMN present it’s a wipe and that’s that (unless tank decides to solo it). Jobs like Bard and Dancer having actual healing and utility and not just ‘raid buffs’ would help healers by reducing the pressure, not somehow make them harder


End game problems in FFXIV largely boil down to gut decisions made by the developers ages ago that just ended up making the entire thing worse.
1) Making it so that top end content requires a specific group composition based on category of role rather than the actual role. Thus, shield healers, pure healers, melee dps, ranged dps, magic dps, and tanks are the FFXIV roles rather than healers, tanks, and DPS. This is implicitly enforced by the bonus system so if someone wants to be cheeky, they can say "sure you can go four melee dps", but you'll never see anyone do it.
2) Having lockouts based on group rather than the character. It should be a character lockout and per job so it is possible to run savage on more than just a Tuesday. The fact they had to add an option for "rewards unclaimed" is kind of silly.
3) The change to make the final book convert into other books sort of pushed out mid to late season prog in PF outside of a static. A good analogy to the scenario is printing money and sending it out as aid to give short term relief, but then having inflation occur making things less affordable later. Because it lets people get gear faster in savage, people soon don't want to run those fights anymore since they have no benefit and only do them to get to the last one, and it isn't like those people are going to go help others trying to clear earlier fights if they need to reach m4s with the herd that includes most of the competent healers and tanks.
I agree.. but developer choose this way and designEnd game problems in FFXIV largely boil down to gut decisions made by the developers ages ago that just ended up making the entire thing worse.
1) Making it so that top end content requires a specific group composition based on category of role rather than the actual role. Thus, shield healers, pure healers, melee dps, ranged dps, magic dps, and tanks are the FFXIV roles rather than healers, tanks, and DPS. This is implicitly enforced by the bonus system so if someone wants to be cheeky, they can say "sure you can go four melee dps", but you'll never see anyone do it.
2) Having lockouts based on group rather than the character. It should be a character lockout and per job so it is possible to run savage on more than just a Tuesday. The fact they had to add an option for "rewards unclaimed" is kind of silly.
3) The change to make the final book convert into other books sort of pushed out mid to late season prog in PF outside of a static. A good analogy to the scenario is printing money and sending it out as aid to give short term relief, but then having inflation occur making things less affordable later. Because it lets people get gear faster in savage, people soon don't want to run those fights anymore since they have no benefit and only do them to get to the last one, and it isn't like those people are going to go help others trying to clear earlier fights if they need to reach m4s with the herd that includes most of the competent healers and tanks.
At least they should implemented right
Now we have 2 type of dps
Selfish
Utility
100% utility jobs are better in every shape and form because they have both worlds



Even if we could only achieve balance by further homogenizing the game's classes, it's not worth the cost. The degree of radical balance that some people want will stifle the ability for classes to be distinct and interesting. I would rather have an unbalanced game with a variety of meaningfully different options.
There is no homonization broEven if we could only achieve balance by further homogenizing the game's classes, it's not worth the cost. The degree of radical balance that some people want will stifle the ability for classes to be distinct and interesting. I would rather have an unbalanced game with a variety of meaningfully different options.
It is just a role
If you are tank you should expect somekind of tankiness
If you are healer you should expect some type of healing
Also fot dps
This is not homogenizing it is a role that can fit to the game philosophy
Support role is a joker role
Who can be any shape of dps but with less dps button and more utilities
It is like tank which is dps role that can tank damage
Been playing FFXI with some friends since it came out before my time. I have been having fun with BARD, and CORSAIR. They remind me of old AST to a degree I really do miss that style of play and wish FFXIV would add it back and not be so afraid of certain jobs not being meta.
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