
Another possible reason they didn't make phantom jobs super powerful is that they were tuned for players who would be partaking in FTB. So, if you had too many overpowered phantom jobs, it would make the "hard" content too "easy".Lost actions being limited is exactly why they were allowed to be powerful. Since phantom jobs have no limits and no restrictions if they were super powerful then that wouldn’t be “power” it would just be an expected baseline
Like let’s say that the “average” phantom job made you 50% more powerful, since there is no limits to phantom jobs then everyone is 50% more powerful so nobody is; it’s precisely why mastery stacks are nearly meaningless. Because everyone being 24% more powerful just means everything is balanced around everyone being 24% more powerful than base ilvl 700 sync




That could easily be countered by just internally balancing forked around it like how it’s already balanced around the current phantom mastery stacks (especially dead stars who straight up can’t be killed till all their mechanics are done)
Forked is easy to tune to inherent power of jobs, wider OC isn’t
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

My assumption is that they would not want to balance FT because, as I recall, they want FT to be challenging content for the player base. They could do what DRS did, such as everyone could use a different version of the phantom jobs when doing FT.That could easily be countered by just internally balancing forked around it like how it’s already balanced around the current phantom mastery stacks (especially dead stars who straight up can’t be killed till all their mechanics are done)
Forked is easy to tune to inherent power of jobs, wider OC isn’t




I mean if they wanted to make phantom jobs “strong” but didn’t want that to neuter forked’s difficulty then they simply could have made forked’s damage checks proportionally higher
Like if currently the average phantom job makes you “10% stronger” and they changed it to being “50% stronger” they could just make forked’s enrages 40% harsher
My point being forked being “difficult” isn’t why they made phantom jobs weak, it’s just because if everyone is 50% stronger nobody is 50% stronger, forked can be internally balanced Around anyway
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



Forked Tower: Blood was designed to be more like Baldesion Arsenal, a raid from the Eureka Field Operation in Stormblood, after feedback that the Bozjan Southern Front - Shadowbringers' equivalent - didn't task players with engaging with the world as much, as a sort of middle-ground. Almost immediately, however, the feedback started pouring in that players found attempting the Forked Tower: Blood - Occult Crescent's 48-player raid - was even more frustrating than Baldesion Arsenal, which the team had not anticipated."I do feel that Forked Tower: Blood was a misstep in development. It wasn't meant to be hardcore content, so to speak. The intention was that it might be more difficult at first, but over time more players might be willing to take on the challenge; yet, in the end we made it too difficult for players to even get into the raid in the first place. That's why we're making adjustments with 7.3, and why some of those adjustments were pushed even earlier than that. [...] That's why we're revising our roadmap to account for this feedback in patch 7.5."The left hand doesn't know what the right is doing.Yoshida also reflected that the team may have been putting too much focus on a player's individual responsibility, and how a single person's failure could have such a profound impact on the whole party.
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