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Future Battle Balance AdjustmentsFollow

#1 Jan 15 2014 at 2:18 PM Rating: Good
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Akihiko Matsui wrote:

Matsui here.

I'd like to give a rough breakdown of the direction we are looking in for future battle adjustments.

  • Tanks
In regards to the issue where enmity immediately reaches the system cap, we would like to make another round of enmity system adjustments based on high item levels. We are aiming to address this in the February version update.

Additionally, we would like to make it so it is easier for tanks to build enmity and properly hold their targets when there are melee damage dealers in the party with them.

Also, rune fencers are currently weak to physical attacks, so we are looking into adjustments from various angles such as via equipment and job traits. We feel it necessary to make them comparable to a paladin for all-around tanking.

While we feel adjustments to ninja are necessary, if we were to simply enhance Utsusemi there is a concern that they would be able to completely shutout enemies (though it depends on content). Naturally we would like the tank and healer roles to work together in a party setting, so we are currently looking into a better way to address this.

  • Damage dealers
Based on the above, there may be some concerns over rangers and other damage dealers who have specialties involving enmity reduction possibly losing their place.

When it comes to pure damage dealers, there are various types of individual characteristics such as accuracy and attack power, but we would like to reduce the gap based on damage dealt over time.

Especially when forming parties with support jobs, a difference is elicited between jobs with large boons and those with small boons, so we feel it necessary to make adjustments with this in consideration.

There’s a ton to think about when it comes to support and healer balance as well as the treatment of jobs that possess a wide range of roles, but to start out we would first like to make adjustments to enmity and tanks, and strengthen the foundation of party play.

I'll be discussing the specific plans for adjustments and the implementation timing bit by bit as we move forward.

http://forum.square-enix.com/ffxi/threads/39497-Future-Battle-Balance-Adjustments?p=488069#post488069
#2 Jan 15 2014 at 3:39 PM Rating: Good
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I have a bad feeling about this...
#3 Jan 15 2014 at 4:19 PM Rating: Decent
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Almost sounds like there is a nerfbat coming to damage output...
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#4 Jan 16 2014 at 4:43 AM Rating: Good
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as someone who prefers ninja over all other jobs, i havent used it in adoulin at all. the number of mobs that wipe all shadows mean its a waste casting and in wkr there is no point at all. and then they make the 1hr based on the number of shadows ...
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#5 Jan 16 2014 at 5:40 AM Rating: Good
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Could he be any more vague? "We're thinking about making some adjustments." Thanks, Matsui!
#6 Jan 16 2014 at 8:26 AM Rating: Excellent
Szabo wrote:
[quote=Akihiko Matsui]
Matsui here.

I'd like to give a rough breakdown of the direction we are looking in for future battle adjustments.

  • Tanks
In regards to the issue where enmity immediately reaches the system cap, we would like to make another round of enmity system adjustments based on high item levels. We are aiming to address this in the February version update.

Additionally, we would like to make it so it is easier for tanks to build enmity and properly hold their targets when there are melee damage dealers in the party with them.

Also, rune fencers are currently weak to physical attacks, so we are looking into adjustments from various angles such as via equipment and job traits. We feel it necessary to make them comparable to a paladin for all-around tanking.


One might be be thinking at this point if Rune Fencer really needed to be added to the game in a time when PLD hasn't been used enough for a long time?
Has there been any stand alone content that has been added so far that makes this job needed? :(


#7 Jan 16 2014 at 9:25 AM Rating: Good
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MertonD wrote:
Could he be any more vague? "We're thinking about making some adjustments." Thanks, Matsui!


See that's what worries me. They may as well have said, "We have no idea how to fix this."
#8 Jan 16 2014 at 11:33 AM Rating: Decent
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MertonD wrote:
Could he be any more vague? "We're thinking about making some adjustments." Thanks, Matsui!


Common sense dictates that, they don't have the information to share just yet, considering every update I see from Matsui with info he's fairly detailed about it when he has something to share.


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#9 Jan 16 2014 at 7:39 PM Rating: Good
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Akihiko Matsui wrote:

Matsui here.

I'd like to give a rough breakdown of the direction we are looking in for future battle adjustments.

  • Tanks
In regards to the issue where enmity immediately reaches the system cap, we would like to make another round of enmity system adjustments based on high item levels.

Bolded part concerns me. Instead of fixing the system in general, they are yet again adding another thing based on the item level of your weapon. Which leaves it pointless for any mob with Emcumberance and also potentially pigeon-holing you into weapons you have to use just to keep hate as a tank.

The problem with FFXI is the current game doesn't revolve around tanks.

* Every goal is kill X in X amount of minutes, essentially zerg all the things.
* Even post defense boosts/nerfs (which really only horribly affected DRK), the only reason PLD is used for content is to learn the tricks. Then they are obsoleted.
* SE is so concerned with making every job be some unique snowflake in a party that no one else can do. So it puts them in a box. 22 jobs, can only 18 man an alliance. Furthered by well what jobs is better than what. Equals these few jobs are useful in endgame, rest are crap/won't take it unless I'm desperate.

SE, and also the playerbase, needs to let go of being desired for their job. It's too late to go back to that, there's too many classes and the game doesn't cater to it. Not sure if it ever really did.

What makes a job unique needs to be focused on that job's play style and stick to 6 basic roles. Front line DoT, Back line DoT, Tanks, Healers, Enhancers and Debuffers. Every job in FFXI should fit somewhere in that and be just as effective as another. Regarding Tanks, they should be able to manage enmity on their own. Boosting is one thing but if everyone can boost, then you give them the ability to decrease enmity and provide area of effect damage reduction.

Jobs with unique abilities will mix and match, and will likely have debates of optimum setups for certain battles and that's fine. It should be a discussion versus plain fact. FFXI needs classes that cannot be compared by their necessity in a group. Let them just fulfill the same role while providing the user a unique playing experience and learning curve. Trying to make 22 jobs be unique to a group when it's not even possible for 97% of the game (sans Reives, Campaign and Walk of Echoes) is asinine.

edit: additions and grammar


Edited, Jan 16th 2014 8:47pm by Rwolf
#10 Jan 17 2014 at 3:53 AM Rating: Excellent
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Akihiko Matsui wrote:
Also, rune fencers are currently weak to physical attacks, so we are looking into adjustments from various angles such as via equipment and job traits.

I find it hilarious that they couldn't forsee this when coming up with the concept of the job...

They introduce a job that wears light armor, doesn't use shields, and has no physical damage mitigation... "Nah, it'll be able to tank just fine! It's not like all enemies in the game can deal physical damage."
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#11 Jan 17 2014 at 7:29 AM Rating: Decent
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KodoReturns wrote:
Akihiko Matsui wrote:
Also, rune fencers are currently weak to physical attacks, so we are looking into adjustments from various angles such as via equipment and job traits.

I find it hilarious that they couldn't forsee this when coming up with the concept of the job...

They introduce a job that wears light armor, doesn't use shields, and has no physical damage mitigation... "Nah, it'll be able to tank just fine! It's not like all enemies in the game can deal physical damage."
RUN was introduced as a magic-focused tank, so it's not as big a surprise. I'm also under the impression what they had going into Adoulin was basically a roadmap Tanaka left for them before he stepped down. Out of the two, Geomancer was the easier to adjust, which is why they went with that, then Matsui chose to focus on adding content.

I'm curious to see how they'd adjust RUN, seeing that PLD functions under ye olde on/off switch via Aegis/Ochain, and you can't change RUN to be comparable to that mess without doing something like special grips.
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#12 Jan 17 2014 at 8:07 AM Rating: Good
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Only way to make them a viable tank would be to drastically revisit Parry/Evasion for RUN, make them parry like a PLD blocks with his shield or something.. I don't know. I feel like they haven't put much thought into RUN and GEO :\ Which is a pity, they have really cool concepts and backgrounds. Much more lighthearted than SCH and DNC were.

At least they know something is wrong, hopefully things will get better.
#13 Jan 17 2014 at 8:30 AM Rating: Default
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It feels that way because chances are they designed RUN/GEO back when this game was community and large party based. Geomancer for example would have been amazing back in the CoP-ToAU days.
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#14 Jan 17 2014 at 10:16 AM Rating: Decent
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Rwolf you don't really seem to grasp the root problem.
Rwolf wrote:
Which leaves it pointless for any mob with Emcumberance and also potentially pigeon-holing you into weapons you have to use just to keep hate as a tank.

As if you can get away with non-ilvl weapons in modern content? Let's face it, you're already going to be using your highest ilvl weapon. As for encumberance, are you honestly concerned that your enmity modifier will change while you're stripped? It kinda seems like you're reaching for things to complain about.

Rwolf wrote:
The problem with FFXI is the current game doesn't revolve around tanks.

* Every goal is kill X in X amount of minutes, essentially zerg all the things.

Someone hasn't done the AA fights yet. They are all about endurance and consistency.

Rwolf wrote:
* Even post defense boosts/nerfs (which really only horribly affected DRK), the only reason PLD is used for content is to learn the tricks. Then they are obsoleted.

Again my point about the AAs. My group has started looking at swapping out the "proper" DD jobs before swapping out our PLD, because stuff hits so hard that from time to time, DDs will get one-shotted. It's pretty much unavoidable, so you need someone who can tank even if all the DDs go down. We started out with setups like PLD MNK MNK WHM BRD COR. Once we got "very difficult" on farm status, we started experimenting with setup, but PLD and WHM are the two jobs we've more or less refused to touch. We've done setups like PLD RNG WAR WHM BRD COR, with the RNG pinning hate on the PLD. Last night we even won with PLD NIN THF WHM BRD GEO. So we're switching up jobs and having success, but PLD is just not optional.
Rwolf wrote:
* SE is so concerned with making every job be some unique snowflake in a party that no one else can do. So it puts them in a box. 22 jobs, can only 18 man an alliance. Furthered by well what jobs is better than what. Equals these few jobs are useful in endgame, rest are crap/won't take it unless I'm desperate.

This is part of the nature of the MMO game. It has to be this way. Look at jobs that don't fit this mold and you'll see what I mean. The jack-of-all-trade jobs are shunned by most of the playerbase. RDM, PUP, BST, SMN, SCH, DNC, BLU, etc. How often do you see people seeking out those jobs? When you do, it's for a very specific purpose that no other job can do. That's what this game is about. When people build alliances, they think in terms of what each slot in the alliance will be responsible for.

This is not something SE has forced upon us, it's something the players have chosen for themselves and for understandable reasons. No healer can heal as well as a WHM. So why would you want any other healer watching your back in hard content? A DNC will never DD as well as a WAR or MNK, so why would anyone invite a DNC to a DD slot even if it does 90% as well? Again, this is not something SE has chosen for us.

Rwolf wrote:
Let them just fulfill the same role while providing the user a unique playing experience and learning curve. Trying to make 22 jobs be unique to a group when it's not even possible for 97% of the game (sans Reives, Campaign and Walk of Echoes) is asinine.

No it's not, in fact, it's what makes this game so unique among MMOs. If they were to do what you suggest, this game would die out within months because most of the people still playing are playing because they like the current system. If you want everyone to have identical capabilities, this is not the game you should be playing.

Edited, Jan 17th 2014 8:18am by Pergatory
#15 Jan 17 2014 at 10:24 AM Rating: Good
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I agree with Kodo, I find it hilarious they didn't see this coming. All those pics of RUN fighting Naakauls. Someone had to do it (in God mode obviously back then because that was not happening on RUN). RUN was horrible from the start. Light armor, no shields, no damage mitigation. Single element magic mitigation just to get to Aegis levels. If you look on the official forums, they had no idea what they were doing. The player base asked for better magic reduction and they stated they didn't want RUN to dethrone PLD and Aegis. The devs had in their head a system that doesn't even exist in FFXI. That a evasion/magic evasion tank works as well as a defense/magic defense tank. Except evasion, parrying and magic evasion doesn't work like that in the game, especially on bosses which is the only reason you'd want a tank. Which is what I find hilarious they didn't know it wouldn't and took them almost a year after release to say "Oh... I guess it doesn't work like that."

The concept of GEO would have be great for 6 man parties, but the only spot it could really compete with back then is BRD. Compared to BRD, it would have been left in the cold. COR is another DoT/Debuffer and it wasn't very popular either during ToAU. The only good thing GEO has is it's debuffs cannot be resisted, which puts them right where they are now. Use Frailty/Torpor/Focus/Langour on alliance fights. GEO's buffs scale horribly and can't compare to BRD and times were tough for any mage damage dealers being invited to anything back then, especially during ToAU due to all the magic ***** you enemies like Colibri and Puk that everyone loved to EXP on.

Both points just make me fall back on how sad it is how clear it is what jobs you should be using and not. SE can boost and nerf all they want. Until they let go of the snowflake of the party mentality. Most of the jobs will be left out to the handful that are currently relevant.
#16 Jan 17 2014 at 11:03 AM Rating: Excellent
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Pergatory wrote:
Rwolf you don't really seem to grasp the root problem.
Rwolf wrote:
Which leaves it pointless for any mob with Emcumberance and also potentially pigeon-holing you into weapons you have to use just to keep hate as a tank.

As if you can get away with non-ilvl weapons in modern content? Let's face it, you're already going to be using your highest ilvl weapon. As for encumberance, are you honestly concerned that your enmity modifier will change while you're stripped? It kinda seems like you're reaching for things to complain about.

Rwolf wrote:
The problem with FFXI is the current game doesn't revolve around tanks.

* Every goal is kill X in X amount of minutes, essentially zerg all the things.

Someone hasn't done the AA fights yet. They are all about endurance and consistency.

Rwolf wrote:
* Even post defense boosts/nerfs (which really only horribly affected DRK), the only reason PLD is used for content is to learn the tricks. Then they are obsoleted.

Again my point about the AAs. My group has started looking at swapping out the "proper" DD jobs before swapping out our PLD, because stuff hits so hard that from time to time, DDs will get one-shotted. It's pretty much unavoidable, so you need someone who can tank even if all the DDs go down. We started out with setups like PLD MNK MNK WHM BRD COR. Once we got "very difficult" on farm status, we started experimenting with setup, but PLD and WHM are the two jobs we've more or less refused to touch. We've done setups like PLD RNG WAR WHM BRD COR, with the RNG pinning hate on the PLD. Last night we even won with PLD NIN THF WHM BRD GEO. So we're switching up jobs and having success, but PLD is just not optional.
Rwolf wrote:
* SE is so concerned with making every job be some unique snowflake in a party that no one else can do. So it puts them in a box. 22 jobs, can only 18 man an alliance. Furthered by well what jobs is better than what. Equals these few jobs are useful in endgame, rest are crap/won't take it unless I'm desperate.

This is part of the nature of the MMO game. It has to be this way. Look at jobs that don't fit this mold and you'll see what I mean. The jack-of-all-trade jobs are shunned by most of the playerbase. RDM, PUP, BST, SMN, SCH, DNC, BLU, etc. How often do you see people seeking out those jobs? When you do, it's for a very specific purpose that no other job can do. That's what this game is about. When people build alliances, they think in terms of what each slot in the alliance will be responsible for.

This is not something SE has forced upon us, it's something the players have chosen for themselves and for understandable reasons. No healer can heal as well as a WHM. So why would you want any other healer watching your back in hard content? A DNC will never DD as well as a WAR or MNK, so why would anyone invite a DNC to a DD slot even if it does 90% as well? Again, this is not something SE has chosen for us.


Everyone will still go MNK whm brd that is it. The jack of all trades jobs are not good for anything if it isn't procing and only then of those jobs blu was the only one taken for it after rdm merited spells were removed. The rolls other then that those jobs could fill are done by better jobs already. The biggest reason you didn't have the cor on req duty is more then likely it was burned up for the sole purpose of getting invites and only geared for rolls, and the DRKs and WARs didn't bother to merit it in the first place let alone gear for it. So in that case taking a blu till you started finding DRKs and WARs that got off their butts was a good idea.

Really a blu, pup, run, bst at no point would they offer anything to a group that PLD, WAR, DRK, MNK wouldn''t be better at or just easier for that job to cover that roll. Frankly the way the game is now only having 3 to 4 jobs that are ever worth a crap at all in anything that matters is the same as just having the 3 rolls in a party filled by any of the 22 jobs equally. People will always follow the path of least resistance and SE should have seen it coming since it's been a problem since CoP. The closest they came to fixing this was the VW proc system but even then that was still flawed and with so many procs up a given time plus able to /flume many jobs were left out anyway.

Edited, Jan 17th 2014 12:04pm by RavennofTitan
#17 Jan 17 2014 at 11:07 AM Rating: Good
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TL;DR: I see nothing proposed at what you think the real problem is. The entire post is just ranting/attacking about "leave my system alone" and I like job exclusion and enmity is fine as long as you hold back/pin hate. Good for you, but it does the game no good.

Pergatory wrote:
Rwolf you don't really seem to grasp the root problem.

Skimmed over that whole thing you just wrote and don't see you proposing what you believe the root of the problem is so I wonder what is the point of countering with that statement if you aren't going to stand behind it. It's easy to say no to anything, especially when it might break the reason why you play this game.

Pergatory wrote:
As if you can get away with non-ilvl weapons in modern content? Let's face it, you're already going to be using your highest ilvl weapon. As for encumberance, are you honestly concerned that your enmity modifier will change while you're stripped? It kinda seems like you're reaching for things to complain about.

I didn't say you wouldn't be using non-ilvl weapons in modern content, you would obviously because of the damage output. It's not reaching. Tethering a fix to a weapon is not a good way to fix the game. It wasn't for magic accuracy, Utsusemi shadows and all the other issues with the game that are being piled on tethering it to a weapon. Doing that pigeonholes them into how content is created in the future. I'm reaching for things to complain about that enmity is not an issue right now? Well it seems that both SE and most of the playerbase who has been going on and on about the enmity issue for years, would beg to differ.

Pergatory wrote:
Again my point about the AAs. My group has started looking at swapping out the "proper" DD jobs before swapping out our PLD, because stuff hits so hard that from time to time, DDs will get one-shotted. It's pretty much unavoidable, so you need someone who can tank even if all the DDs go down. We started out with setups like PLD MNK MNK WHM BRD COR. Once we got "very difficult" on farm status, we started experimenting with setup, but PLD and WHM are the two jobs we've more or less refused to touch. We've done setups like PLD RNG WAR WHM BRD COR, with the RNG pinning hate on the PLD. Last night we even won with PLD NIN THF WHM BRD GEO. So we're switching up jobs and having success, but PLD is just not optional.

Using a 6 man BC that is brand new and any time a PLD would super tank is not a reference. Of course PLD is used right now, it's used every time content is new. Just because PLD can take their hits has nothing to do with enmity issues. It forces players to adhere to the current issues with enmity to survive. You bring low enmity DD, pin hate and hold back. Meanwhile jobs that aren't low enmity DD, can't pin hate are less desirable. Get back to me when you can easily put a RUN in there or when a PLD can actually get hate back and keep it from teeter-totting from me if I decided to throw out enough damage to get hate.

Pergatory wrote:
This is part of the nature of the MMO game. It has to be this way. Look at jobs that don't fit this mold and you'll see what I mean. The jack-of-all-trade jobs are shunned by most of the playerbase. RDM, PUP, BST, SMN, SCH, DNC, BLU, etc. How often do you see people seeking out those jobs? When you do, it's for a very specific purpose that no other job can do. That's what this game is about. When people build alliances, they think in terms of what each slot in the alliance will be responsible for.

This is not something SE has forced upon us, it's something the players have chosen for themselves and for understandable reasons. No healer can heal as well as a WHM. So why would you want any other healer watching your back in hard content? A DNC will never DD as well as a WAR or MNK, so why would anyone invite a DNC to a DD slot even if it does 90% as well? Again, this is not something SE has chosen for us.

If you think exclusion for most of the classes in the game is what MMO's should be about, you have a sort of Stockholm syndrome to being comfortable in this box that SE set and don't want it to be disturbed. How is it not SE that forced it on us if other jobs cannot fulfill roles? They created them. I think you're missing the whole point of basic game mechanics. Irregardless of the game you have, if your player can clearly see A and B and see A is better for everything, the job isn't done right.

Pergatory wrote:
No it's not, in fact, it's what makes this game so unique among MMOs. If they were to do what you suggest, this game would die out within months because most of the people still playing are playing because they like the current system. If you want everyone to have identical capabilities, this is not the game you should be playing.

If uniqueness has to be defined with exclusion of most of the classes in content, there is an issue. Which it has been. People are still playing because they find other things to be happy about in the game. In-game friends, fans of the series, devoted to the time already invested in their character, and the plethora of other things to do in the game that doesn't have anything to do with battle content.

You are saying identical not me, incomparible is what I stated. If you can compare something and clearly A is always better than B, then what's the point of B? Which is exactly what the playerbase does. I won't challenge that you like that system, however, a lot of players don't like it and SE doesn't like it. Had this been before they added all these jobs, I could see the merit in an argument that every job should be special and wanted/excluded, but the game doesn't cater to it.


Edited, Jan 17th 2014 12:10pm by Rwolf
#18 Jan 17 2014 at 12:26 PM Rating: Good
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Quote:
If uniqueness has to be defined with exclusion of most of the classes in content, there is an issue. Which it has been. People are still playing because they find other things to be happy about in the game. In-game friends, fans of the series, devoted to the time already invested in their character, and the plethora of other things to do in the game that doesn't have anything to do with battle content.


THIS. this this this.

I personally would LOVE if they decided which role BST is supposed to play in group content then make it functional in that role. Is it a ranged DD? Man go ahead take all our heavy armor away and make our auto-attacks weaker than they already are and make our pets way stronger.

Are we a tank? Great! lower the timer on snarl, let us keep our heavy armor, give us some more enmity building tools. Again I don't give a crap if it means we have to become weaker DDs, no one invites us to DD now.

Are we a DD? If so give us more native attack power, even if it means weakening our pet. We should be able to operate at the same level as DRG at the very least.

Personally I'd prefer it if they made us tanks, but the current situation where we suck at pretty much everything is not a good situation.
#19 Jan 17 2014 at 1:38 PM Rating: Excellent
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The root of the problem is too many jobs. How insanely hard is it to balance 22 jobs?
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#20 Jan 17 2014 at 3:35 PM Rating: Good
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detlef wrote:
The root of the problem is too many jobs. How insanely hard is it to balance 22 jobs?

Even BLU, COR, PUP, DNC, and SCH's balancing was way the hell all over the map. The game simply wasn't designed for adding new jobs that don't even have their AF gear when everyone else has relics; no matter how much time goes by, the old jobs always have more of everything and the new jobs are left poking through the scraps. DNC in particular is a sore subject on that one to me, because that job was so freaking fun to play, but so useless for anything other than soloing and ******** around.
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#21 Jan 17 2014 at 6:53 PM Rating: Decent
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Rwolf wrote:
TL;DR: I see nothing proposed at what you think the real problem is. The entire post is just ranting/attacking about "leave my system alone" and I like job exclusion and enmity is fine as long as you hold back/pin hate. Good for you, but it does the game no good.

Sorry for not making this clear. I'm defending SE's position. I feel they have a good grasp on how to address it. The enmity system was build for Lv75 content and very meekly adjusted for Lv99 content, whereas we're now doing Lv119 content. Things just need a bit of a tweak, that's all. I think that overall, the system is working as it should.

Rwolf wrote:
Using a 6 man BC that is brand new and any time a PLD would super tank is not a reference. Of course PLD is used right now, it's used every time content is new. Just because PLD can take their hits has nothing to do with enmity issues. It forces players to adhere to the current issues with enmity to survive. You bring low enmity DD, pin hate and hold back. Meanwhile jobs that aren't low enmity DD, can't pin hate are less desirable. Get back to me when you can easily put a RUN in there or when a PLD can actually get hate back and keep it from teeter-totting from me if I decided to throw out enough damage to get hate.

You're acting like it's a DDs job to just wreck sh*t, and a PLDs job to keep hate off them while they do so. While I feel that's how a lot of people these days see the game, it's not how I see it. What I see is much more dynamic: in difficult content, hate control becomes teamwork. I applaud DDs who, in these fights, do something most DDs would never consider in a million years: turn away from the mob. The game doesn't have to be as simple as you make it. My group last night that beat VD MR with no COR and no 2-handed DDs or MNKs proves that. We won in 17 minutes, comparable to the times we'd do with more conventional setups. This to me indicates a smashing success on SE's part, that you can take out a MNK (the "best" DD right now) and replace it with a NIN or THF, with almost no impact to the results on the fight, sings praise of the balance of these new fights.

Which brings me to my next point: difficulty of content. For a long time it was the fact that there was no truly difficult content (the casual era of Abyssea/Voidwatch) that led to the exclusion of tank jobs and other jobs. The parser became the only measure for almost every job. Difficult content is what drives the dynamics between jobs and creates a balance. The easier the content is, the less everything else matters except raw damage. A lot of people these days seem to see it as a good thing when it doesn't matter. I whole-heartedly disagree, I enjoy this reliance on someone being absolutely badass at fulfilling a specific duty and fulfilling it the best way that it can be done.

Rwolf wrote:
If you think exclusion for most of the classes in the game is what MMO's should be about

I never said that. However, I do feel that because an MMO caters to such a wide variety of players, there needs to be varying content. Easier content with fewer players is easier tackled with jack-of-all-trades jobs. Those jobs are necessary for people who like this type of casual content. Harder content, on the other hand, requires specialist jobs. Those jobs are necessary for the more hardcore content. I respect this balance, but of course if you throw out the casual content and start talking about how some jobs are excluded from all the hardcore content, then yes it will look much more bleak than it really is.

Edited, Jan 17th 2014 5:02pm by Pergatory
#22 Jan 17 2014 at 7:47 PM Rating: Good
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RUN's fixed easily. You basically get an aegis just for leveling it, and the gear they'd wear anyway+ traits caps magic damage taken- from gear too. Even enmity isn't an issue since it's doing considerably more damage than a PLD, AND all it's easily spammed abilities give tons of hate. It's just that damned physical damage.

They tried pretty well with merits. 5/5 inspiration gives you 50% fast cast. Hasso/seigan gives 50% addle. Meaning they get the same damage boost/damage taken reduction any DD gets, while still spamming flash every 9 seconds for hate and a missed enemy attack, and can full time foil for a WS specific flash. But right now they're basically just a DRK with an aegis, they've got nothing on PLD.

Fix this with more tiers of Inquartata. Parrying caps at 10% activation, except inquartata brings that up to 20%, and Inquartata II brings it to 23%. But taking no damage 23% of the time pales in comparison to taking half damage all the time with an Ochain. Stick more levels of Inquartata on RUN so that they parry and take 0 damage 40% of the time, and it's about balanced. Then stick 20% damage taken-> mp and "Enhances Inquartata V" on their mythic great sword so that they parry 55% of the time, to give them an aegis/Ochain item to go for, and bam, PLD and RUN are about equal. Maybe if the enemy focuses on just 1 guy PLD would be better, and if the enemy spams AoE's you'd take the RUN since they can AoE their magic defense out to their party half the time.

Maybe Throw RUN a B in healing magic skill and rework Cura 1-3 to work for them, but that's just a side thing.

Course none of this makes tanking a thing that actually happens. So long as there's a maximum hate level, the DD's/healers will eventually hit that max just like the tank, and then there is no more tanking. Either add snarl/super jump like abilities to everyone, or better yet give tanks a way to forcefully lower their party members enmity, or we'll see PLD useless right next to RUN in 2 weeks, when people figure out how to do Ark Angels with MNK tanks.

EDIT: Not looking forward to these changes though, since they seem to be saying they're doing the same thing they did last time, just with higher numbers. Which means BST, PUP, and SMN won't be able to do **** for 2 months until they remember to UNDO those changes for pets, so they can hold any sort of hate again.

Edited, Jan 17th 2014 8:53pm by louispv
#23 Jan 17 2014 at 8:33 PM Rating: Excellent
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Pergatory wrote:
You're acting like it's a DDs job to just wreck sh*t, and a PLDs job to keep hate off them while they do so. While I feel that's how a lot of people these days see the game, it's not how I see it. What I see is much more dynamic: in difficult content, hate control becomes teamwork. I applaud DDs who, in these fights, do something most DDs would never consider in a million years: turn away from the mob. The game doesn't have to be as simple as you make it.


They see it because in a game with a properly tuned threat system that is what they do: wreck ****. DDs having to turn around until half of their threat decays because of a terrible system isn't a sign of a good player. That's a big neon sign that something is wrong with your threat system. No, the threat system wasn't 'tuned' for level 75 content. It was implemented back when the game was at a level 50 cap and wasn't touched at all until recently.

You can defend them all you want, but hate's always been faulty and terrible in this game. When the playerbase kept coming out with alternative tanks (/RDM, /DRK) because the established tank was inferior in every single way due to being hit = lost threat (the most moronic piece of their entire enmity system) and then completely abandoned the idea of a tank entirely and just cured whoever had highest hate you can't deny there's a problem. The minor adjustment at level 99 content didn't even do anything to change the status quo.I

It's a bad system that started to show flaws in 75 endgame and exploded past then,
#24 Jan 17 2014 at 8:53 PM Rating: Excellent
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Pergatory wrote:
You're acting like it's a DDs job to just wreck sh*t, and a PLDs job to keep hate off them while they do so. While I feel that's how a lot of people these days see the game, it's not how I see it. What I see is much more dynamic: in difficult content, hate control becomes teamwork. I applaud DDs who, in these fights, do something most DDs would never consider in a million years: turn away from the mob. The game doesn't have to be as simple as you make it. My group last night that beat VD MR with no COR and no 2-handed DDs or MNKs proves that. We won in 17 minutes, comparable to the times we'd do with more conventional setups. This to me indicates a smashing success on SE's part, that you can take out a MNK (the "best" DD right now) and replace it with a NIN or THF, with almost no impact to the results on the fight, sings praise of the balance of these new fights.


Actually you're reading to heavily into it to support a counter-argument. Hate control to an extent is teamwork. However PLD and RUN within the current system cannot remove hate and instead of it being a fix to jobs period. Their solution is you get more enmity at higher levels. There is still an enmity cap. Beyond Ark Angels, it doesn't matter because area of effective damage is constant on Seekers of Adoulin content. You tuned out the entire message behind basic roles because you heard the word basic. Which you make the leap to replace the word with easy. That I am advocating some desire to dumb down the game, which couldn't be further from the truth as intelligence has nothing to do with core design flaws. By having classes fall into paradigms, makes jobs interchangeable, allowing all to be welcome to content if they fulfill their role. By having each job have have a unique playstyle, experience, learning curve, and special characteristic. Uniqueness is dynamic and provides flexibility of content that doesn't exclude classes by judging what's the best overall to play. The fact that you can't do anything but use the new BCs as an example shows there's no point in debating with you.

Pergatory wrote:
Rwolf wrote:
If you think exclusion for most of the classes in the game is what MMO's should be about

I never said that.

Really now? I'd beg to differ on that. (points below)
Pergatory wrote:
This is part of the nature of the MMO game. It has to be this way. Look at jobs that don't fit this mold and you'll see what I mean. The jack-of-all-trade jobs are shunned by most of the playerbase. RDM, PUP, BST, SMN, SCH, DNC, BLU, etc. How often do you see people seeking out those jobs? When you do, it's for a very specific purpose that no other job can do. That's what this game is about.


I agree with varying content but I don't agree that because you play a hybrid class, means you (in your words not mine) are delegated to easier content. I respect that you think that's how the game should be. But one fact is, there's a lot more people complaining specifically of their jobs not being useful in endgame content for one reason or another. Your solution really isn't a solution. It's keeping things as they are now, which isn't going to happen. SE stated in that they are changing not just tanks but DD and support. So you can white knight the current system but SE just said themselves it'll change.

My opinion is in response that it doesn't matter what they do to buff jobs, there are still 22 with a game that doesn't support it. In the current confines, it will always be a comparison of what is the best tank, healer, dd, or support job. Which will leave every other job null unless they change that mentality.

You're entitled to your opinion, but if you think that creating easier content for the tons of hybrids and specialists are only in endgame difficult content is the way to go forward, good luck of the game sustaining subscriptions with that. I've stated my stance on it, you've stated yours. I have no desire to change your mind, so I'm done going back and forth muddling up the thread with walls of text.
#25 Jan 17 2014 at 10:12 PM Rating: Good
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Meh, I don't think the number of jobs is what hurts demand, but SE being too shy about actually giving out more unique and potent abilities to make decisions on who to pick actual decisions instead of the current assumptions. Add a dash of player conflict on what should or shouldn't hit the game when you did get more creative feedback threads going to further muddy that stalemate.

The various private servers floating around could actually be a good field of demonstration here, but those who maintain them seem to be more of the, "Remember when the game didn't suck before <X Expansion I Hate>?" camp with the glory days they're shooting for never being possible by virtue of a miniscule population.
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#26 Jan 18 2014 at 4:41 AM Rating: Excellent
The bottom line is when it comes to ballancing emnity (especially after what happened last time) is that it helped tanks but messed up the game for pet jobs.

Since they added RoE gear, everyone will be using ilvl gear now and the emnity could be messed up for people once again.
(Those that don't have RoE gear would probably be using upgraded AF but it won't change the problem.) :(
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