I believe that balancing jobs around rDPS is missing a huge point on how utility makes some jobs viable more than others.. limiting damage for jobs like SMN and RDM is reasonable but why not other jobs that bring more utility to party other than rezz?
Balance Jobs around encounters is making things much harder for devs to create a fun experience for players who enjoy jobs for its identity..
So I suggest balancing encounter around jobs..
it means encounters (boss and mobs) HP and Damage is changing based on current jobs that has been selected in the party..
so how we can do that? simple.. create formula on how much HP worth is this specific utility or damage skill/spell..
let's take for example Damage skill that do 1mil damage for the whole fight so boss should have 1mil extra HP.
Also utility aspect.. let's take for example regen spell with RPR do 100k for the whole fight.. so boss should have 100k extra Damage.
But why? let me summarize the issue first:
- jobs doing same damage and same type of utility = hominization within the role.. tanks as an example have same skills but different variation.. not all jobs should have utility.. not all utility job should do same amount of damage as selfish jobs.
- make some sort of jobs less appealing because they do less than others.. not only in damage but also in utility.. BLM and DRK as an example.
- create unique jobs that have different playstyle than others without being worry about how much damage or utility they.
so how we calculate the run if it is perfect or not?
- calculate how much time it took.. 10min is reasonable less than that is good run.
- damage isn't a factor since HP for encounter changed based on jobs selected.
In one sentence: Balance encounter around Jobs instead of Balance Jobs around encounters
Other things that may occur from this type of change:
- there will always be an optimal rout but this also exist in current design.
What we can achieve from this change?
just let's rethink for a second on what could be possible for next expansions regarding job identity without being worried if X job do 28,000 damage or not.. currently we have 2 tiers of classes and for some jobs 1
what if we extend that with additional 1 tier? Class -> Job -> Profession as a third tier and each expansion we can have new Profession of the job based on functionality.
some jobs have 2 tiers like Summoner and some has 1 like Sage
Profession could serve as a new playstyle with same functionality or with different functionality.. or it could be new role for the job.
for example:
Murderer -> Warrior -> Barbarian.
Thaumaturge -> Black mage -> Void mage.
Dark Knight -> Death Knight.
I know many people love to play tanks that heal and some like tanks to DPS same thing with other roles like DPS with utility or Selfish DPS focusing on big numbers
What do you think? do you think current design is better or this suggestion could be a better version of it?