




I'd usually insert the "small indie company" joke here, but at this point they've evolved into "not enough cost"-meme.
That aside... I rambled a lot, but OP certainly put a much better word than I could ever hope to do. There's nothing else I can add (for now) other than giving my +1.

Agree. It made it so each class had identity and it's own vibe. Making all the classes samey REALLY killed a lot of the hype of the game.
Homogenisation of classes has done irreparable damage to the game imo.



I wonder why is it that people who enjoy current high-end content design always deflect arguments by telling people to go do savage/ultimate?
Anyway, if your job can only be engaging by doing hard content then it's the content that engages you, meaning the job has failed to engage the player in most of the content in the game.




Going to disagree there. I think back to my WoW days, when I was actually interested in doing the more "challenging" content. Mage was easily my favorite class to play, yet it was only when doing content like later raids or M+ (or PvP) that there was actually a need to use the full Mage toolkit. If I was just doing world quests, normal dungeons, etc., I only used a small subset of abilities. So the content was definitely important.I wonder why is it that people who enjoy current high-end content design always deflect arguments by telling people to go do savage/ultimate?
Anyway, if your job can only be engaging by doing hard content then it's the content that engages you, meaning the job has failed to engage the player in most of the content in the game.
If, however, that meant the "content" is what engaged me, then it would logically follow that I would enjoy that content on any class. Yet this of course wasn't at all the case. I tried practically all of the classes at some point, and there were only a few I really enjoyed playing, especially in that more challenging content. (Same goes for healing - I had a lot of fun healing end-game content on Holy Priest, but couldn't get into other classes like Resto Shaman, Druid, etc.).
The very fact that the class does matter in the enjoyment says the class itself is in fact engaging the player. It's just a simple reality that doing simpler content doesn't give any class the true opportunity to shine. Ultimately, it's a mix of both the class and the content that fully engages the player.



Jobs did have more complexity and diversity before SE took the axe to lots of skills. Why healers feel more boring.
I'm really struggling to put into words my thoughts on this, but the starting point is, what do you mean by complexity? This is going to mean different things to different people and can muddy the water in getting across what you want. You then drop the word 'depth'. Is this the same as complexity? What makes a job deep? etc.
Just looking at the Bard post you made, from the bullet points, had making DoTs/songs 45 seconds really increased complexity/depth as you see it? The choice between Straight Shot/Refulgent was probably Refulgent 90% of the time with that last 10% being when you get close to the end of the Straight Shot buff then double Repertoire stacks is out of your control anyway, so you just deal with what you are dealt. You see, to me, none of that strikes me as 'complexity', it is just you wanting to move through the rotation quicker and press more buttons.
If I were to now say that EW Monk was more complex than HW Monk, how would you react? Whilst EW Monk doesn't have many positionals, Touch of Death or GL upkeep, it does have Masterful Blitz as a system now, which is something HW Monk doesn't have. Also, let's not pretend GL was any show of skill, you didn't need to think about it when you had full uptime and, when you did have to disengage for longer periods of time, it was luck as to whether GL lasted long enough for you to refresh it when you re-engaged, even when taking into account Form Shift. Why do you think they kept adding ways to try and upkeep it every expansion after all.
How about Dragoon? Blood of the Dragon was a punishing mechanic in HW, made easier coming into SB, did that add complexity? Or was it more of a hinderance to the gameplay? How about HW Enochian? Similar concept to Blood of the Dragon, but even more punishing. We know the community at large didn't like these 2 as they were much easier to manage in SB.
I'm hoping this is getting across what I am trying to articulate. Just saying 'complexity' doesn't help. What exactly are you after and what is it specifically about previous jobs that you do like, what about things you didn't like. Talk about what you enjoyed about your job from the past, what you didn't like, what you think could be improved but the important thing is say why you feel the way you do. Going back to your Bard example I am going to talk about the points again.
Straight Shot buff, you said, it is a 30 second crit rate buff, ok. How about coming from the angle of, it is a crit buff that synergises with the core idea behind Bard, that being getting benefits from your Songs via the crits from the DoTs. We have now talked about why you want to keep this buff up beyond just having a buff to upkeep.
30 second DoT duration, which you said required more maintenance. I mean, all you are doing is pressing Iron Jaws every 30 seconds, which aligns with your song windows. Saying more maintenance doesn't really say much either because, at the extreme, pressing it every other GCD is 'more maintenance' by what you have provided. It makes no sense.
30 second song durations, faster cycling. I know where you are coming from, Army's Paeon is an unexciting period and Mage's Ballard and Wanderer's Minuet also do not feel as good without the double repertoire procs I think the question here then does bring out that last bullet point. Would double repertoire procs help in alleviating this boredom from the 45 seconds songs? Would you want songs to be shorter as well? Would you want Army's Paeon to change to have another effect? These are all things that you can talk about when speaking of the feel of the job.
The choice with the Straighter Shot proc. Was it fine as it was, could there be something to make it better? I know many Bards who were annoyed when Straighter Shot didn't proc in the opener, meaning Barrage had to be used on Empyreal Arrow. Is this something you would want addressed? etc.
By properly stating why you liked or disliked certain aspects, it can influence the devs more in the direction you might want jobs to go in, especially if they see people agreeing with your ideas. I have said this several times in the past, but just posting some vague notion of what you want improved, without explaining exactly what the issues are, doesn't help.



NIN and RDM are already the "hard" jobs in their roles because of how low the bar has gotten. Even with changes like Ten Chi Jin having its movement restriction removed, simply needing to remember mudras automatically puts NIN over most of the other melees.And then of course there's the old nugget of "if one job gets to be hard and another job stays easy, which one gets to be which"? Again I point to healers where a lot of WHM mains DON'T want to be the "derpy one" while SCH, AST, SGE get all the fun new stuff. Nor would I want NIN or RDM to become the "hard" melee DPS and caster thus forcing me to pick up different ones because I can't manage their hypothetical new complexity, but I also know full-well there's people who don't want them becoming any easier than they are because then THEY are out of a job.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.


Reply With Quote


