Or more likely, one of the main selling points of Dawntrail.
They sold the idea that 7.0 was meant to focus their work on improving their encounters, so and so that they relegated any major job work into 8.0, either because they only could do one at a time, or because they thought both somehow would overwhelm people. I don't really remember which.
Initially at 7.0, I was pleased with the fights, but not exactly impressed. Then it happens that I got it all wrong, they didn't mean to ship Dawntrail with the improvement premise, but only in 7.2. So, the patch is now almost done with. What do you think about everything?
My personal perception is that I like it for what it is... But I don't like it for what I thought it would be. If that makes sense? Through the DT Keynotes, I really got the impression that they would finally step out of their boxes and offer a wildly different experience, even if experimental.
What we got, instead is basically a continuation of the 'DDR design' but really well executed - together with a few rare elements here and there, such as real adds to a fight.
In the end, I ask myself: did we really need to skip the focus on job improvement for this? On a sidenote, given the recent 'costs' fiasco (or mistranslation? Idk) it could actually explain it, because it makes no sense to me that you'll redesign fights without jobs at the same time, as one thing should depend on the other.
Continue reading...
They sold the idea that 7.0 was meant to focus their work on improving their encounters, so and so that they relegated any major job work into 8.0, either because they only could do one at a time, or because they thought both somehow would overwhelm people. I don't really remember which.
Initially at 7.0, I was pleased with the fights, but not exactly impressed. Then it happens that I got it all wrong, they didn't mean to ship Dawntrail with the improvement premise, but only in 7.2. So, the patch is now almost done with. What do you think about everything?
My personal perception is that I like it for what it is... But I don't like it for what I thought it would be. If that makes sense? Through the DT Keynotes, I really got the impression that they would finally step out of their boxes and offer a wildly different experience, even if experimental.
What we got, instead is basically a continuation of the 'DDR design' but really well executed - together with a few rare elements here and there, such as real adds to a fight.
In the end, I ask myself: did we really need to skip the focus on job improvement for this? On a sidenote, given the recent 'costs' fiasco (or mistranslation? Idk) it could actually explain it, because it makes no sense to me that you'll redesign fights without jobs at the same time, as one thing should depend on the other.
Continue reading...