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  1. #1
    Player
    W00by's Avatar
    Join Date
    Jun 2019
    Posts
    111
    Character
    Luka Aalekai
    World
    Midgardsormr
    Main Class
    Viper Lv 100
    Quote Originally Posted by Carighan View Post
    Errr... no?

    snip
    You need to note the distinct wording of my comment. I did not say "right now, all of the melees are not homogenous with great design directions!" As a matter of fact, a solid chunk of this thread and my comments is about how the recent design directions for Samurai, Black Mage, Monk, and Dragoon are weak. But I said they had Job identities and design directions that existed in the past, not right now. And I still believe in that.

    Monk was the melee with all positionals. It had 6 positionals, one on each step of the combo, with each form having both a side and rear positional. In exchange for this, it had no raid buff and was less based around burst timing and more based around optimal GCD upkeep with the Greased Lightning and Twin Snakes buff. This was a design direction.

    Samurai was a highly resource-management based job. In the past, Hagakure was a 40s cooldown that was DPS optimal to use at 3 Sen, even when compared to a Kaiten'd Midare Setsugekka. Balancing your Sen and Kenki to be able to Hagakure on cooldown, keep Higanbana up, Kaiten every Iaijutsu, and hit all your positionals (which gave you your Kenki in the past, not potency) was a unique resource-based job design that was clear and determinate.

    Dragoon has of course changed a lot over time, but once upon a time Gierskogul spent Life of the Dragoon and Fang and Claw and Wheeling Thrusts returned 15 seconds to you so that you could Gierskogul more often. It had continuous upkeep, which they eventually transitioned to the Blood of the Dragon style design in Stormblood with eye phases that happened every 90s and kept buff phases variable. With Blood on a 90s timer, Litany on a 180s timer, and your personal buff on a 60s timer, Dragoon had incredibly varied, nuanced, and diverse buff phases.

    These are design directions that existed, again, in the past. So why do they not exist anymore? That's what I'm getting at here. We don't disagree, you just misunderstood what I said. As for whether or not the jobs have IDENTITIES, these are all Final Fantasy kingpins that are consistently represented across lots of the games. They definitely have those, and they have had design directions in the past, so I fail to see why it's impossible they couldn't in the future.

    If you don't mind my asking, when did you start playing? I don't ask from a gatekeepy perspective--I'm actually really curious, because I think it influences people's perception of the history of these jobs.
    (16)

  2. #2
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,278
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by W00by View Post
    If you don't mind my asking, when did you start playing? I don't ask from a gatekeepy perspective--I'm actually really curious, because I think it influences people's perception of the history of these jobs.

    Beginning of Shadowbringers. I had the game since mid-Stormblood, but never got into it at the time because I was still playing GW2 back then. Then when my guild there went mostly inactive I picked up FFXIV again which had just released ShB anyways. And yeah you're right, from all I can read this was much more unique in the past, like most MMORPGs the devs eventually homogenize based on the player-desire to play whatever they want in high-end content which requires tight balancing which naturally erodes class identities.

    I should note that I've ... seen some designs. I started MMO gaming back in 1999 with some M59, and since then have always had an MMO as my filler game of choice, EQ1 then DAoC then WoW then GW2 and now FFXIV. FFXIV unique does very little with its jobs, however it's not the most homogenized game I have played (that'd be GW2, for entirely different mechanical reasons than here though). And in itself it's not a bad thing, but it requires a careful balance if identity of gameplay feel to pull of mechanical homogenization and lack of gameplay identity but still giving lore identity and making moment-to-moment play feel unique. GW2 kinda could do this at first, it did however fall apart later on. WoW struggled hard with this at some point around late WotLK and early Cataclysm, and later overcame it somewhat.

    If I had to guess, FFXIV already has a very strong visual identity, so ideally they'd lean heavily into animations and visuals to promote a different feel while keeping the underlying mechanics to be mostly similar.
    (0)

  3. 08-30-2024 05:46 PM
    Reason
    Accidental double post

  4. #4
    Player
    Alex1337's Avatar
    Join Date
    Apr 2022
    Posts
    52
    Character
    Superlinda Cuzynot
    World
    Lich
    Main Class
    Lancer Lv 80
    The SAM change is hilarious because it actually made the job interesting again, albeit for a short period of time.

    I firmly believe the SAM change was accidentally "good", they had to get one right... right?
    (2)