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  1. #1
    Player
    ApolloGenX's Avatar
    Join Date
    Aug 2013
    Posts
    1,396
    Character
    Galen Amaranthe
    World
    Leviathan
    Main Class
    Gladiator Lv 90
    Again, as long as the "challenge" in the game is team jump rope..you only have dps and a tank...with minimum heals. The design is constricting. No crowd control, no resource management, no haste, slow, whatever...it's all about mechanics with nominal healing and someone to mitigate dmg.
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  2. #2
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,286
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by ApolloGenX View Post
    Again, as long as the "challenge" in the game is team jump rope..you only have dps and a tank...with minimum heals. The design is constricting. No crowd control, no resource management, no haste, slow, whatever...it's all about mechanics with nominal healing and someone to mitigate dmg.
    That's precisely the point. People can discuss job/role design as much as they want, but unless the actual encounters involve something more interesting for the jobs than just... 'do damage and keep HP bars full', I doubt we'll ever see more value in individual and group utilities (not talking about +dps% support, which is another beast).

    Though, to be honest... it's hard even to speculate on "what ifs" because we don't know really what XIV's combat design can be pushed towards other than just those very chess-like encounter mechanics. We've seen some refreshing stuff in Arcadion, but honestly? For an expansion supposed to focus on great encounter design, I expected something new and exciting, not just their old formula executed very well.

    This probably speaks a bit on how drastic the 'job identity improvements' on 8.0 are going to be.
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