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  1. #1
    Player
    ZephyrMenodora's Avatar
    Join Date
    Oct 2014
    Location
    Gridania
    Posts
    2,380
    Character
    Zephyr Menodora
    World
    Zalera
    Main Class
    White Mage Lv 100
    Quote Originally Posted by DiaDeem View Post
    lol I love that statement



    I feel there's overlap here with the simplification of jobs. Why everyone has Esuna? Cause it's easy and simple to understand and everyone uses it the same. Like.. it makes sense, but I can see how it erodes identity.
    .
    Not exactly relevant, but I do NOT miss the days where Scholar had levels where they didn't have Leeches but WHM had Esuna. Was annoying since ARR had more poisons and other things you could Esuna and it was quite awkward at the time having no cleanse for certain levels.
    (1)

  2. #2
    Player
    AmiableApkallu's Avatar
    Join Date
    Nov 2021
    Posts
    1,190
    Character
    Tatanpa Nononpa
    World
    Zalera
    Main Class
    White Mage Lv 100
    Quote Originally Posted by DiaDeem View Post
    Well, that's the thing though. I specifically do my bars so they resemble each other across jobs, because my brain remembers button combos better than it does spell lists, and even with this, I still really dislike SGE compared to my SCH. I think it's more about enjoying the job rather than being able to just play it, which admittedly isn't very hard to do for any of the jobs.
    I'm with you there, truth be told. I'll play SCH over SGE any day, given the choice. (For example.)

    It's one thing to be functional at each of the jobs, which is something that can be facilitated by hotbar layout. It's quite another thing to feel that they're equally enjoyable.

    Writing this comment has also made me think of something: I play on controller, so now I'm starting to wonder how much that influences how I feel about Job diversity.
    As a keyboard (+mouse) player, I've been giving advice to a controller-playing friend. Things get "interesting" when I assume my usual 36 buttons (three 12-button hotbars), and they insist on 32 buttons (two 16-button crossbars).
    (1)

  3. #3
    Player
    Teno's Avatar
    Join Date
    Jul 2014
    Posts
    888
    Character
    Teno Gestalt
    World
    Moogle
    Main Class
    Sage Lv 100
    Quote Originally Posted by ZephyrMenodora View Post
    I agree with you. Some people on the Healer Strike claim all the healers are exactly the same, but I don't feel that way at all. I love White Mage, Scholar is Okay - and I just don't really like Sage or Ast. There are some overlapping abilities, just so you can perform your basic function, but there are a lot of small differences and tools that add up to a vastly different feel while playing.

    I did chuckle that you love NIN and hate Monk. I love Monk and hate Ninja lol.
    Play healer for more than 10 hours and see if you don't change your tune. If not, well some people like watching paint dry so to each their own I guess.....
    (3)

  4. #4
    Player
    ZephyrMenodora's Avatar
    Join Date
    Oct 2014
    Location
    Gridania
    Posts
    2,380
    Character
    Zephyr Menodora
    World
    Zalera
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Teno View Post
    Play healer for more than 10 hours and see if you don't change your tune. If not, well some people like watching paint dry so to each their own I guess.....
    I have played healers for over 10 years in this game. It's why I don't think they all play exactly the same.

    It looks like you have as well, making it all the more surprising that you find them identical.
    (1)
    Last edited by ZephyrMenodora; 10-31-2024 at 08:38 AM.

  5. #5
    Player
    Striker44's Avatar
    Join Date
    Jan 2022
    Location
    Uldah
    Posts
    1,180
    Character
    Elmind Exilus
    World
    Gilgamesh
    Main Class
    Red Mage Lv 100
    I'm right there with you. There are basic similarities within most job roles (for example, each tank will have a throw, an AoE combo, a single-target combo, a smaller mitigation, a larger mitigation), but there are also very unique things to each class in my opinion. I'm in the same boat where for tanks, I love playing PLD and to a somewhat lesser extent WAR, but I can't really get into DRK or GNB. For healers, it's SCH all the way, with WHM on the side (AST has been growing on me recently as I level it, but SGE I can't get into). For DPS - it's RDM, BRD, and DRG to take one of each role. Haven't really been able to get into any other DPS classes.

    And why? Because I find them all very different in unique ways once you get past the surface similarities of having a shared basic kit of moves. Each class has things that make it completely distinct from the other classes in its role. My own mind can't wrap itself around this "all jobs are the same" idea, either.
    (4)

  6. #6
    Player
    Mikey_R's Avatar
    Join Date
    Apr 2014
    Posts
    1,588
    Character
    Mike Aettir
    World
    Cerberus
    Main Class
    Paladin Lv 100
    Just to echo what has been said here, no, jobs do not play the same, there may be some overlap, but this doesn't mean they are the same. Even something as basic as comparing Scholar's Sacred Soil and Sage's Kerachole. On the surface, they are both the same, 10% damage mitigation with a 15 second, 100 potency per tick heal, however, look a bit deeper. They both use their respective healer's resource, Aetherflow/Addersgall, however, both of those resources are generated differently, Scholar getting 3 Aetherflow every minute, whilst Sage gets 1 Addersgall every 20 seconds, not to mention Dissipation grants 3 every 3 minutes, whilst Rhizomata generates 1 every 90 seconds, then how each support MP gains. etc.

    Whilst the action themselves are essentially the same, the underlying mechanics means you need to handle things differently.

    To give an example of a discussion I had a while ago, before DT was released (IIRC it was after the media tour, so we had access to all the new job info), someone claimed Ninja and Monk played the same. Even after I made a fairly long post describing differences (not even all of them), they still insisted they 'felt' the same. Why? They both had a 60 second and a 120 second burst period. Let's ignore the fact that Ninja's burst is based on debuffs and (until recently), only affected a single target, as opposed to Monk where they are buff based, no, they are the same just from that.

    Now, granted, that was a single person, however, I'm pretty sure people see a complaint, and just copy it, without knowing what it actually means. It's the same when the claim that jobs have no depth gets thrown around, what do you actually mean, especially when they claim jobs had depth before, ok, but how?

    Trying to coax out what they actually want, in any sort of detail, or provide examples can be like trying to draw blood from a stone. Words are just thrown around, but noone knows what is actually being communicated and it is frustrating.

    And, one last thing, melee wise, I am a Monk over Ninja player. Ninja is the last melee I still need to get to 100.
    (2)

  7. #7
    Player
    Hallarem's Avatar
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    Sep 2023
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    1,173
    Character
    Hallarem Aurealis
    World
    Omega
    Main Class
    Dragoon Lv 100
    SE would like to know your location and hire you for their P.R team.
    (15)

  8. #8
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    They're not exactly the same but they feel very transparent, to quickly describe it. Like what if we took a handful of random animals, very distinct animals, and made them all look like they lived in the deep ocean with that neat transparent effect. Are they technically different? Yes... Are they going to blur together, especially over long periods of time? At least to me, absolutely. Like there is a fairly strict structure that has to be followed, and you mostly get different colors appearing at different patterns for the same result. This does provide consistent solid balance, I'll give you that.. but thematically it makes things less relevant.

    FFXIV has moved more and more to a transparent texture to their game. I've been calling it roleplay gameplay, because to me that is ultimately the big picture issue FFXIV has as a whole (not just jobs), but to how I see it-- this is the texture that is not only not that strong to begin with (at least post HW) but is actually getting weaker in almost all regards. Like our quests are still quite basic, the interactions in the open world have hardly evolved, you navigate by holding a single key and pointing, its all exceptionally streamlined.... and given the extra variable of time (which forms familarity) it all begins to morph into some sort of transparent and textureless experience that you hope the story will break (so if the story doesn't hit... good luck).

    "Please add fur, scales, and colors to the animals!!" and SE goes "we heard you, we made the bone 50% more transparent and everything is the same color". If I'm being honest, yes I can STILL tell that a see through deep sea lion looks different than a see through deep sea otter. I still wont like it though and I still will feel like if you put them in a group family photo that stuff is blurring together way too much.

    Textually when I play I usually only notice the huge standouts, like can I battle raise, or effectively support, perhaps if I need to predict vs respond (mobility). Beyond that it's "whatever you want me to play I can play, cause it doesn't really matter". I made a thread on avoiding much gameplay impact, to avoid intentionally talking about balance, but adding roleplay.. so if you wanted examples see that (https://forum.square-enix.com/ffxiv/...-to-Other-MMOs)).

    I do feel the PvP kits do better at all this though. Matters more to me what I'm playing, who I'm with, and who I'm against.

    But to maybe make some quick dirty gameplay and non-gameplay examples using WoW (woo, everyone's favorite mirror! lol).. Mage has ice block which is a sort of Blue Mage Diamondback, except better. EXCEPT BETTER. Caps for purpose, as I believe if WoW was tasked with making Blue Mage they would have kept it weird but also 'normal' lol. You've Demon Hunter with double jump and glide, both add ABSOLUTELY SUBSTANTIAL mobility and will instantly remind you that you're not playing DH if you switch (also one of the most mobile jobs, with many movement skills just working in air too-- unlike FFXIV's 2d movement if you dash in air as DH you dash.. in air... and then can glide). Druid can instant battle mount and play all roles, breathing underwater and harvesting plants while mounted (notice that pretty quick lol). DK can mount combat.. with Blood and Unholy feeling substantially different (unkillable solo mad lad vs Necromancer). Shifting to races, quests, and items. Like for races, you'll know you're a esuna race when you're in PvP and just say "no thanks to that debuff" and other races can't (and means you need to know the race you're fighting in more intimate combat), or that you are a Dark Dwarf and gain 10 extra portals (I'm not really asking specifically for racials in FFXIV given how this game works (job via character based), but still an example of texture).

    I didn't write a lot not because I can't but because I figured I shouldn't.. The list is substantially long and pervades beyond jobs, I would add that the list is so long adds to that texture (few and minor would be essentially smooth, many and some substantial- textured). The game has other issues, so don't let this praise side track from potentially other concerns like uh.. bugs.. or they love nerfing over buffing.

    In short, it feels like we started with little texture and as time goes on we lose even more.
    (13)
    Last edited by Shougun; 10-31-2024 at 08:33 AM.

  9. #9
    Player
    mallleable's Avatar
    Join Date
    May 2021
    Posts
    1,342
    Character
    Malia Tri'el
    World
    Behemoth
    Main Class
    Bard Lv 100
    A harsh truth is that some amount of homogenization is unavoidable. FFXIV has been running for a while now, and job mechanic tropes will get established, and will be used, and there will be overlaps. While it is a different genre, something to consider is how there are only realistically four mechanics that a designer can use when designing weapons or characters in a shooter game: flick vs. tracking aim, and hitscan vs. projectile in terms of how the 'bullet' works. And yet there are hardly any 'homogenization' complaints for shooters with even the same weapon tropes showing up across different games. Trying to avoid homogenization at all costs stagnates job design as much as encouraging it.

    I think the job action 'vocabulary' does need to be expanded. Mechanics like walking casts, walking channels, and some of the more explicit movement attacks like from PVP could be a great start to adding some much needed funk to jobs.
    (7)

  10. #10
    Player
    Raraka's Avatar
    Join Date
    May 2022
    Location
    Limsa Lomisa
    Posts
    275
    Character
    Raraka Raka
    World
    Brynhildr
    Main Class
    Warrior Lv 100
    If you havent yet, Shougun's thread is a good read to get a general idea of what it would be like to give flavour back to the jobs

    If you were to remove the icons and animations from the jobs, and only were left with "attack 1, attack 2, attack 3" and so on, could you tell the difference between Scholar and Sage?, could you tell appart from Gunbreaker and Paladin? (Trick question, you could, because you have played them, but it would be quite hard for a casual)
    (6)

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