Jobs that do sustained damage hate downtime, which Ultimates have quite a lot of, while jobs with much more burst-oriented damage aren't affected nearly as much. DPS checks are tighter and the DDR is more specific, so uptime tools are more valued there too.
Since it's considered the highest end content in the game the playerbase tends to demand more parity there, which then often ends up with requests to make jobs of each role have roughly the same burst-oriented design and mobility/disengagement tools with less timer-based job mechanics like dots and debuffs.
It's also been my theory for a while that they've been simplifying jobs as attempts to get more players into high-end raids since it looks like they've been spending a lot of their resources making these and need to justify the cost.
I won't say it's the only contributor for the current job design issues of course, but I do feel it's a pretty major one. What could they do to help reverse course? Or should they, even?
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Since it's considered the highest end content in the game the playerbase tends to demand more parity there, which then often ends up with requests to make jobs of each role have roughly the same burst-oriented design and mobility/disengagement tools with less timer-based job mechanics like dots and debuffs.
It's also been my theory for a while that they've been simplifying jobs as attempts to get more players into high-end raids since it looks like they've been spending a lot of their resources making these and need to justify the cost.
I won't say it's the only contributor for the current job design issues of course, but I do feel it's a pretty major one. What could they do to help reverse course? Or should they, even?
Continue reading...