Current encounter design is limited because all jobs should do exact damage within the same role.. so it is balancing around job damage Monk should do equal or less 2% damage than VPR for example even though MNK do more than 100% utility.
Summarize current issue with the following:
- jobs doing same damage and same type of utility = hominization within the role.. tanks as an example have same skills but different variation.
- make some sort of jobs less appealing because they do less than others.. not only in damage but also in utility.. BLM and DRK as an example.
Suggested solution:
What if we design encounter HP based on jobs selected?
for example let's take MNK and VPR:
MNK can do more than VPR regarding utility but if MNK nerfed DPS check will be tough.
same thing with VPR or BLM they are designed around being a selfish jobs and adding utility will make it even more Homogenization.
what if encounter HP (boss or mobs) HP increase based on jobs selected in the duty?
since we cannot change job during duty encounter HP will be the same.
we can take a new method to calculate how X job can do regarding damage.. as example
5% damage = increase encounter HP 10%
5% utility = increase encounter Damage 10%
I know this is not accurate but we can figure out a formula to balance things out.. but think about it.. we can have 10 encounters to balance them instead of 21 jobs
In one sentence: Balance encounter around Jobs instead of Balance Jobs around encounters
of course there will be optimal rout but it wouldn't break the game if choose different path for fun purposes
just let's rethink for a second on what could be possible for next expansions regarding job identity.. currently we have 2 tiers of classes and for some jobs 1
what if we extend that with additional 1 tier? Class -> Job -> Profession as a third tier and each expansion we can have new Profession of the job based on functionality.
some jobs have 2 tiers like Summoner and some has 1 like Sage
Profession could serve as a new playstyle with same functionality or with different functionality.. or it could be new role for the job.
for example:
Murderer -> Warrior -> Barbarian.
Thaumaturge -> Black mage -> Void mage.
Dark Knight -> Death Knight.
I know many people love to play tanks that heal and some like tanks to DPS same thing with other roles like DPS with utility or Selfish DPS focusing on big numbers
What do you think? do you think current design is better or this suggestion could be a better version of it?
Continue reading...
Summarize current issue with the following:
- jobs doing same damage and same type of utility = hominization within the role.. tanks as an example have same skills but different variation.
- make some sort of jobs less appealing because they do less than others.. not only in damage but also in utility.. BLM and DRK as an example.
Suggested solution:
What if we design encounter HP based on jobs selected?
for example let's take MNK and VPR:
MNK can do more than VPR regarding utility but if MNK nerfed DPS check will be tough.
same thing with VPR or BLM they are designed around being a selfish jobs and adding utility will make it even more Homogenization.
what if encounter HP (boss or mobs) HP increase based on jobs selected in the duty?
since we cannot change job during duty encounter HP will be the same.
we can take a new method to calculate how X job can do regarding damage.. as example
5% damage = increase encounter HP 10%
5% utility = increase encounter Damage 10%
I know this is not accurate but we can figure out a formula to balance things out.. but think about it.. we can have 10 encounters to balance them instead of 21 jobs
In one sentence: Balance encounter around Jobs instead of Balance Jobs around encounters
of course there will be optimal rout but it wouldn't break the game if choose different path for fun purposes
just let's rethink for a second on what could be possible for next expansions regarding job identity.. currently we have 2 tiers of classes and for some jobs 1
what if we extend that with additional 1 tier? Class -> Job -> Profession as a third tier and each expansion we can have new Profession of the job based on functionality.
some jobs have 2 tiers like Summoner and some has 1 like Sage
Profession could serve as a new playstyle with same functionality or with different functionality.. or it could be new role for the job.
for example:
Murderer -> Warrior -> Barbarian.
Thaumaturge -> Black mage -> Void mage.
Dark Knight -> Death Knight.
I know many people love to play tanks that heal and some like tanks to DPS same thing with other roles like DPS with utility or Selfish DPS focusing on big numbers
What do you think? do you think current design is better or this suggestion could be a better version of it?
Continue reading...