



Okay so the casuals can just get screwed again then?
Also, I get that and I do hope we get more of those. But they do not constitute rotational failure points either.
Secretly had a crush on Mao


People absolutely will complain incessantly about balance. That's what always happens when jobs/classes are unique in a multiplayer game and why they always tend towards homogenization, despite the player base complaining about that too. You can't have both, so the devs just have to decide what complaints they want to hear about constantly.
People REALLY need to stop mimicking this "DRG can take a tank mech!" nonsense, that will quite literally never be better than a tank taking their own mechanic. The game is designed around melees being able to get nearly 100% uptime, why are we suddenly acting like that's changing in 8.0? Did everyone collectively forget that 7.0 was the "Focus on Fight Design" expansion?
As long as every job has something unique to it that is helpful in higher end fights, but not necessary, it is possible that it could work out quite well. The problem we have seen in the past is that only a handful of jobs had something unique that set them apart from other jobs, or that only a select few of those unique traits were actually valuable compared to the others. If they go out of their way to create something valuable that each job can do in harder fights, then make sure the fights have some section in them where that valuable thing is the most valuable thing to do, it could work quite well.
As we know, if something is difficult to execute or figure out, but once that work has been done is always the same, that will eventually be optimized. If each job has the potential to do something valuable and unique on each fight, that will make it much more difficult to walk into a raid tier and say, "this is the optimal comp" before it has even started. Most people will play what they like and get the opportunity to do their cool thing on each fight, and that will be enough. People who have deep rosters of jobs they play at a high level will be able to choose what job they want based upon what cool thing helps the most on the part they are currently progging, or what cool thing they like doing the most, or what cool thing they think will help out this particular comp the best, or what cool thing...etc. The .01% hyper optimizer groups will be able to test out every combination of every job on every fight and spend 100s of hours minmaxing. Finally, casual content will not be designed around these unique attributes at all, so casual players won't have to worry about them.
Yes. If you aren't willing to level more than one job, a task that takes maybe a weekend's worth of effort, you should not be able to do all the content in the game.
What is there to balance though other than raw potency? if no job has a raid buff, a self buff, nor a dot, or an enemy debuff, all we have left is DPS.
All jobs of the same will be forced into 100% parity dps-wise, otherwise they won't be considered balanced. We can't for instance think a Ninja does less damage than a samurai but has the raid buff which could be adding value to the comp compared to Samurai's raw damage. Not to say raid-buffs are the only possibly value, but without seeing anything new. They bring the same value: raw dps. I doubt they'll be bringing anything back like slashing/piercing either. I doubt they'll give a DPS the ability to tank, or heal, or revive, so no utility either. So Whoever does the most damage will be considered more valuable, or they're all forced to do the same damage and have the exact same value.




This does seem like their plan. To make it trivial outside of optimizing its unique "thing" in high-end content. To effectively fully separate easy and difficult content on a rotational level as well, for what little failure was possible for anyone that was even trying.
Although they are making a difficulty between normal and Savage for people that don't want the weeks of progression or the PF pain of Savage.
Honestly though, I don't know that I care for having failure states in the form that we've mostly had them. Weaving latency issues? Button bloat leading to fumbling? None of that is particularly appealing to me.
The sort of failure that is interesting to me is stuff like Astrologian's card RNG, where you have some cards and you have to decide what to do with them. You can decide to use them or you can decide to put them into a system such as Royal Road, Lord/Lady, or whatever "system" they have to recycle a bad card into something useful. It's different every time due to RNG, and if we have as many cards as at 5.0 release, it's utter chaos to the point you're struggling to do your rotation and heal and do mechanics due to the sheer number of cards you're trying to juggle. 5.0 Astrologian was such fun until they quickly nerfed the amount of cards to deal with.
I can't imagine them making Astrologian as good as it was but I suppose that's the only "unique" thing it's ever really had so it surely will have to involve cards somehow.
I suppose the other failure system that was alright was things like BLM's timer, Blood of the Dragon, Greased Lightning, etc.
I do like doing positionals but it's not fun when your failure is the result of the average tank suffering tanxiety and spinning the boss in the most clueless and anxious way, or Square Enix insistence on respositioning the boss and forcefully spinning it or bizarrely rotating it to face south for random casts (???).
Personally I've always taken the stance that you should be fighting the enemy, not your own controls. I've played games with 1 attack button before, and they're fine because the encounters are interesting. Hell I've played games with zero attack buttons, and those were great.


They didn't say party buffs will go away. They said the synergy will go away.
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