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  1. #1
    Player
    Valence's Avatar
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    Sunie Mochi
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    Twintania
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    Machinist Lv 100
    It feels a bit weird reading that current jobs are complicated, compared to their much older versions...
    (4)

  2. #2
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    HikariKurosawa's Avatar
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    Hikaru Kurosawa
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    Quote Originally Posted by Carighan View Post
    This is going to be tricky, considering that all but ~3 current jobs (Red Mage, Picto, Summoner) have massive and deep, underlying, conceptual issues. Their gameplay in button presses might be alright, but the job you control via those is entirely unusable from a balancing POV and more or less needs to be ripped out and re-implemented. And even those three are only superficially okay, except, as you say, Summoner. Which conveys their job fantasy extremely well, it just needs "more". Mostly more summons that aren't Bahamut-From-Wish.
    Listen, if you're going to make statements like that you have to actually provide logic and reason. You can't just bold words like "massive" and "conceptual" and expect people to understand where you're coming from. In what way is the job design "entirely unusable" from a balancing pov? For what reason does it "more or less" need to be ripped out and re-implemented? How are those three only superficially okay? Where are you even coming from with this post? Complaints without logic should just remain unspoken. You need to be able to convey your actual reasoning and logic if you want to make any meaningful contribution to the discussion.

    Quote Originally Posted by Valence View Post
    It feels a bit weird reading that current jobs are complicated, compared to their much older versions...
    Point out where I said they were complicated relative to their older versions in this thread though. All I am saying is that jobs and their execution mid-combat in this game are way more complicated than people give them credit. If the game has become boring for you it's because you no-lifed it like crazy or have played for many many years.

    I can beat the final boss of elden ring dlc while falling asleep at this point, I've done it hitless several times on the highest ng+ cycle without using a broken build. Do I think the game is easy because I have come close to mastery of the combat? No, it's extremely complex. That's just what it means to be a practiced human.
    (1)

  3. #3
    Player
    Carighan's Avatar
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    Carighan Maconar
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    Zodiark
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    Paladin Lv 100
    Quote Originally Posted by HikariKurosawa View Post
    Listen, if you're going to make statements like that you have to actually provide logic and reason.
    Oh sorry, as per your reply in the other thread, should I have said I believe they need to be ripped out and reimplemented? Because then I can just forego providing reasonings and logical arguments, right?

    Quote Originally Posted by HikariKurosawa View Post
    Complaints without logic should just remain unspoken.
    Wise words you should take to heart.

    But I apologize, that's a bit crass a thing to say. As for the actual reason, it's the lack of gameplay implementation of the job's fantasy. These jobs do not convey their lore, and this leads to a problem. As MMORPGs as a whole age, they naturally drift towards more and more homogenization, a function of a playerbase that will only ever tolerate better balance (see us complaining about a 5% difference in damage output by now, back in early WoW you'd be lucky to be closer than 50% together...) together with a per-game increase of classes and specs as it ages creating a larger and larger pool of abilities and gameplay to fill.

    From this comes the problem that given an ever-more-homogenized pool of gameplay, any derivation from this homogenized setup will result in an imbalance that is less and less tolerated. See Picto's downtime-resistance and how much it becomes a problem for Ultimate raiders.

    Now to get around this, there are two basic approaches:

    * You can just further homogenize, effectively turning jobs into functional mirrors of one another. To a degree this is what the devs have already done, what with the 120s burst window for everyone and the focus on a static rotation based around never-held (roughly, it's not perfect) CDs. This can only help to a degree because as the window for imbalance shrinks and your pool of classes increases, you can not extend this forever before having to resort to actual mirror-characters like in fighting games.
    * You can differentiate classes on identity, fantasy and lore, but not on their gameplay contributation. This idea is basically smoke&mirrors, so long as your job seems to be doing something totally out there, nobody truly cares whether the profile of damage (or healing, or tanking) you provide is effectively identical to someone else's. This is something you'll effectively have to look at anyways as your game ages, and is usually done via a bolted-on system of subclasses or sub-specializations to differentiate already-homogenized classes again. WoW does this a lot and has cycled a lot of systems over its lifetime, for another still-running approach look at the Elite specs of GW2 which sadly seem to be stagnating by now.

    The latter approach interestingly is quite flexible: It only matters that it seems to be unique. So for example, that a Summoner is no different than any other caster in what they do hardly matters, they summon giant entities that very much are instantly recognizable to anybody who has played FF games before, including that each of them does one big attack and then shoots off again.

    This is why I said that the gameplay button sequences work well enough for some jobs (I wish we'd not all have static rotations but wow would that be a massive reworking of the entire combat system if they want to bring proper priority-based, resource-based and proc-based jobs in...) but the job around it should still be more or less hollowed out and re-implemented. Which does not mean a super-simplification like it happened for Summoner, that sometimes feels like they quit after the major big task and never realized there were 10+ more added to it when implemented the new version, but that the shift to an identity that befits the class fantasy in how their abilities are conceptualized, are implemented, are used during combat and how they look is a purely beneficial change to them. The previous mini-pet version just isn't what you think of when someone tells you "Final Fantasy Summoner!".

    So compare for example the monk: Do you feel "Monk" when you bounce bounce around like a Pinball powerball on speed? Throwing individually weak punches at an accelerated rate? This is something shown as a singular attack for monks in many contexts, but they are rarely shown like this overall, that's more Ninjas or so. A monk would be somebody who is extremely evasive, who meditates, taking time, in fact attacks only very rarely, with absolutely devastating results. And the job quests even convey such a job fantasty! It just isn't in the implementation! That's the problem.
    (1)
    Last edited by Carighan; 12-08-2024 at 04:52 AM.

  4. #4
    Player
    HikariKurosawa's Avatar
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    Hikaru Kurosawa
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    Holy yappamoly.

    All those words just to say nothing.
    (1)

  5. #5
    Player
    Valence's Avatar
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    Sunie Mochi
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    Quote Originally Posted by HikariKurosawa View Post
    Holy yappamoly.

    All those words just to say nothing.
    Did it make you angry? You asked a question, I replied. Sorry if you didn't like it.
    (2)

  6. #6
    Player
    HikariKurosawa's Avatar
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    Hikaru Kurosawa
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    Quote Originally Posted by Valence View Post
    Did it make you angry? You asked a question, I replied. Sorry if you didn't like it.
    Wasn't replying to you.

    I will though, rotation based difficulty is just worse than encounter based difficulty. If the main form of difficulty is in rotations, then content becomes boring and stale permanently after you grind the training dummy enough and make your rotation muscle memory. Because once your rotation is muscle memory, doesn't matter how complex it is, you're not having to think about it at all. The content is still going to be balanced around the complexity of the rotations though.

    When difficulty is primarily from encounters, it only becomes boring or stale after you have grinded the content enough. By that time there is either new content, or you are playing a new game while waiting for new content because you no-lifed the game too hard.

    So yes, the game has become harder where it counts, and easier where it should be easier. They couldn't make encounters engaging enough with old job design.
    (1)

  7. #7
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    Supersnow845's Avatar
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    Andreas Cestelle
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    Jenova
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    Scholar Lv 100
    Quote Originally Posted by HikariKurosawa View Post
    Wasn't replying to you.

    I will though, rotation based difficulty is just worse than encounter based difficulty. If the main form of difficulty is in rotations, then content becomes boring and stale permanently after you grind the training dummy enough and make your rotation muscle memory. Because once your rotation is muscle memory, doesn't matter how complex it is, you're not having to think about it at all. The content is still going to be balanced around the complexity of the rotations though.

    When difficulty is primarily from encounters, it only becomes boring or stale after you have grinded the content enough. By that time there is either new content, or you are playing a new game while waiting for new content because you no-lifed the game too hard.

    So yes, the game has become harder where it counts, and easier where it should be easier. They couldn't make encounters engaging enough with old job design.
    You’ll be shocked to learn there is a middle ground between “the boss just looks at you while you do your memorised rotation” and “your rotation plays itself while you run around like Mario kart”

    Somehow the pre ShB encounter/job balance (which every day you remind us you have no frame of reference for) figured this out because encounters weren’t easy, but they also weren’t 99.9% of the total difficulty either
    (1)
    As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.

    I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess

  8. #8
    Player
    Valence's Avatar
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    Sunie Mochi
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    Machinist Lv 100
    Quote Originally Posted by HikariKurosawa View Post
    Point out where I said they were complicated relative to their older versions in this thread though. All I am saying is that jobs and their execution mid-combat in this game are way more complicated than people give them credit. If the game has become boring for you it's because you no-lifed it like crazy or have played for many many years.

    I can beat the final boss of elden ring dlc while falling asleep at this point, I've done it hitless several times on the highest ng+ cycle without using a broken build. Do I think the game is easy because I have come close to mastery of the combat? No, it's extremely complex. That's just what it means to be a practiced human.
    You wrote that they were complicated. I am not saying that they're easy or difficult (I'm leaving that for individual appreciations), I am saying that it feels weird to read this when I come from a background where they used to be more involved. I am sorry if I made it sound like "you should git gud" or whatever it may have sounded like. The game has not become easier, in fact, since the difficulty has merely shifted more onto encounters.

    In fact it is funny you saying the game has become boring to me, because while it certainly has become boring to me, it's for wildly different reasons mainly related to taste. If anything, the game has become easier and harder at the same time for me: easier, because it's very formulaic and we've been dealing with the same legos for encounters for years and it makes it easier to learn when you've seen this since forever, and harder, because it's focusing increasingly into memory games, execution, DDR, and fast visual puzzles more than ever, and I kinda suck at those. My mind just glosses over it because I don't like it.
    (2)